Factions line-up
Factions line-up
ACADEMY
CORE: Cabir/Cabir Master, Gargoyle/Obsidian Gargoyle, Golem/Sandstone Golem
Cabirs are minor spirits of Fire that Wizards summon to help in their arcane forges and laboratories. While not very intelligent, Cabirs are obedient, enthusiastic, and have a natural control over all things fiery. They are tasked with helping building and repairing the Constructs, like Golems and Titans.
Immune to Fire, Vulnerable to Water, Soldering Hands - repairs constructs repair
Cabirs that have distinguished themselves in the Wizards’ service – by their skill or their intelligence – may be awarded the rank of Master Cabir. They have a deep knowledge of Constructs and are often found overseeing their maintenance.
Immune to Fire, Vulnerable to Water, Soldering Hands - repairs constructs
Gargoyles are statues of flying creatures animated by magic. Wizards treat these constructs with care, due to their ability to fly and the tactical advantage they can grant. To ensure their longevity on the battlefield, Wizards often imbue them with powerful arcane wards, shielding them from enemy spells.
Construct, Magic Immunity
One of the flaws of the first generation of Gargoyles was their relative fragility and slowness, making them easy targets. The very substance of the Obsidian Gargoyles is far more durable, and their conception allows them to fly longer distances as well.
Construct, Magic Immunity
Golems are magical constructs that are used as primary battle units by the Silver Cities. Golems come in all sizes and shapes depending on who built them but they are generally humanoid, heavy, and relentless.
Construct, Unfettered - can't be slowed or stopped
Golems have flaws, the most obvious being their sluggish and lumbering nature. Therefore, the Wizards have spent a lot of time looking for ways to make Golems lighter and more agile. Their latest experiments have parts made of ceramic arenite, commonly known as “sandstone”. While Sandstone Golems are no Elven dancers, they are noticeably nimbler than their predecessors.
Construct, Unfettered - can't be slowed or stopped
ELITE: Djinn/Djinn Channeler, Rakshasa/Rakshasa Raja, Apprentice/Disciple
Djinns are humanoid spirits from the Plane of Magic, and are considered to be reflections of the power and brilliance of Sar-Elam. Depending on where, when, and how the Djinn is evoked, it may have a male or a female form.
Mana Drain, Immune to Prime
Djinn Channelers are valuable allies for the Wizards, as their mystical knowledge and natural affinity for the currents of magic can strongly influence the scope of a Wizard’s abilities, but also cause nasty magical effects to the Wizard’s enemies.
Mana Drain, Immune to Prime, Magic Touch - triggers random magical effects on targets
Rakshasas are half-human, half-feline Beastmen. Combining their feral speed and reflexes with a superior training in swordsmanship and the gift of enchanted weapons from their Wizard masters, the Rakshasas are arguably the single most dangerous hand-to-hand fighting creature on the surface of Ashan.
No Retaliation
The formidable Rakshasa Rajas are magically-empowered. Most are granted an extra pair of arms covered with protective tattoos, and the most powerful are imbued with the essence of ancient Air spirits, making them even more swift and agile.
No Retaliation, Sweep - strikes multiples enemies
Joining one of the Academies of Magic is free, but students – regardless of age – are requested to take part to a four-year Tour of Duty in the Wizard armies. During their first two years, they have the rank of Apprentice.
Piercing Shot
During the last two years of their Tour of Duty, students gain the rank of Disciples. They must manage the new Apprentices, while being under the authority of a Master themselves. An elder Wizard or Blademage, the Master teaches his Disciples the art of magical warfare.
Piercing Shot, Nova - AOE damaging bolt
CHAMPION: Arcane Eagle/Simurgh , Colossus/Titan
In his treatise “On the Nature of the Spirit World”, the great scholar Sar-Aggreth made a tentative classification of Spirits. He noticed that greater Spirits often took the form of majestic birds. It is therefore no surprise that when Wizards of House Anima tried to materialize the most powerful energies of the Plane of Magic, the resulting beings looked like majestic eagles of pure mana.
Arcane Wings - anything close to it suffering from magical negative effects permanently
Long believed to be a mere legend among the students of the arcane, the Simurgh was eventually discovered in the surreal landscape of the Plane of Magic. It took a long time (and many disastrous failures) before the Wizards were able to understand the nature of this powerful being and bend it to their wills.
Arcane Wings - anything close to it suffering from magical negative effects permanently
Magic Catalyst - amplifier spells
The first Titans were created by the Shantiris during the Ancient Age as immense statues, built of precious minerals and metals, of which the most important was starsilver. Wizards have long been trying to recreate these gigantic and complex Constructs: their first tries, Colossi, are not quite as powerful as the Titans of old, but they are impressive nonetheless.
Construct, corrupted data file
The few Shantiri Titans that have survived to the present day are almost objects of worship; they are carefully protected and studied by the Wizards who use them to create lesser imitations, which are still exceedingly powerful in battle. Their size and weight allow them to trample their enemies, and their earth-shaking fists can also channel devastating bolts of raw magic.
Construct, corrupted data file
WARFARE: Pyramid, Great Pyramid, Healing Tent
Built with conductor materials and rare crystals, Pyramids are Arcane Foci conceived to channel and redirect magical energies. Originally conceived to help Wizards during difficult rituals, their role on the battlefield is mainly to hurl deadly magic missiles at the enemy troops.
It needs a major display of spellpower to bring down a castle’s fortifications. The Great Pyramid, a bigger and more complex type of Arcane Focus, is meant to provide such destructive capabilities.
Wizards would rather stay at a safe distance from the battlefield, letting their servants do the fighting for them. That doesn’t mean they’ll let said servants die without lifting a finger to help them: the healers and alchemists of the Healing Tent are there to tend the wounded. Sometimes, Wizard generals also affect Cabirs to the Tent, so that damaged Constructs can be repaired as well.
HAVEN
CORE: Crossbowman/Marksman, Dire Wolf/Silverback, Sentinel/Legionnare
Common soldiers as well as knights fear the Crossbowmen of the Holy Empire. Their lethal reputation comes from the tremendous power coiled in their weapons. The bolts launched from their crossbows are said capable of piercing Dwarven Dragonsteel.
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Marksmen have become masters of the crossbow and learned how to make maximum usage of each of their powerful bolts. All enemies fear their piercing shots, even those standing behind their primary targets.
Piercing Shot
In the Holy Empire, Dire Wolves are among the most feared predators of the wild. The ruthless warriors of the Wolf Duchy have chosen this bloodthirsty beast as their blazon animal, and they have learned to train them into efficient, if somewhat unreliable companions for their hunting parties, and of course, for war.
Unlimited Retaliation
Decades of breeding have produced the Silverbacks, a variety of Dire Wolf that is bigger, fiercer, and generally more aggressive. When they are unleashed on the battlefield, these muscular beasts don’t stop until they have closed their jaws on the enemy’s flesh.
Unlimited Retaliation, Feral Charge - devastating damage
The Imperial Sentinels form the backbone of the Empire’s military. Equipped with a shield and a spear, they are often in the frontline, relentlessly advancing on the enemy.
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Handpicked from the ranks of the Imperial Guard, the Legion is a veteran corps tasked with patrolling the borders of the Empire and defending its outposts deep within hostile lands, such as the mountains of the Dragons’ Causeway or the Deserts of Sahaar. They are highly disciplined, and show an unwavering resolve on the battlefield.
Shielding - protect allies at the cost of own safety
ELITE: Cavalier/Cuirassier, Guardian/Justicar, Chaplain/Abbot
The Cavaliers are the shock troops of the Holy Empire. Mounted on powerful horses and heavily armoured, they are at their best when they charge the enemy from afar.
Charge
Nothing holds greater fear for infantry troops than a Cuirassier attack. Rampaging their way through armed ranks, trampling enemy soldiers underfoot, these elite knights strike down all who stand in their way with their mighty weapons.
Charge, Bash - charge stuns and propels away enemies
Guardians of the Faith have always been part of the Empire’s military history, but they came in the limelight during Empress Maeve’s reign, earning the reputation of being one of the most dangerous troops of the Holy Empire. Lightly-armoured outside of their trusty shield, they rely on their swiftness and fencing ability in battle.
Cleave - strikes twice
Afraid of no man nor Demon, the Justicars are always found leading the attack, cutting through the defences of the enemy and opening the way for the rest of the army to advance. In the melee, they will always have their allies’ back and look for opportunities to outflank their foes.
Cleave, Opportunity Retaliation
Chaplains are battle-priests of Elrath. They fight fiercely against non-believers and any who threaten the Church of the Light. They are more than able to defend themselves on the battlefield, but their main role is to channel the powers of the Light to shield and protect their allies.
Aura of Cleansing - shielding allies from physical and magical damage
Abbots are veteran battle-priests that distinguished themselves among the Chaplains’ ranks. Guided by a higher force, these zealots are the scourge of all those who refuse to bow to Elrath.
Aura of Cleansing, Ranged Retaliation
CHAMPION: Landsknecht/Swordmaster, Seraph/Celestial
Landsknechte first appeared in the Wolf Duchy, and their name actually means “servants of the land” in the old Wolf dialect. Protected by heavy armour and armed with double-bladed swords, Landsknechte are without a doubt the greatest warriors of the Wolf Duchy – and quite possibly of the Holy Empire itself.
Sweep - damages multiple targets
Only the biggest, toughest, most resilient of Landsknechte can become Swordmasters. Trained in the most inhospitable woods and frozen hills of the Wolf Duchy, the fearless Swordmasters are the living swords of Elrath, and the embodiment of the Dragon of Light’s might and ire.
Sweep, Indomitable - can't be feared
Physically imposing and striking in their perfection, the Angels of the Light are taller than Humans, far more beautiful, and project an aura of power and confidence. Seraphim, on the other hand, are smaller and more Human-like in their appearance. Nonetheless, their presence on the battlefield is enough to fill the hearts of soldiers with hope and resolve.
Aura of Purity - protects against enemy’s spells and abilities
Celestials are champions among the Seraphim. It is no coincidence that their given names are often those of legendary Angels fallen during the Elder Wars... Celestials are extremely skilled in battle and fight with an absolute heroism and fearlessness. But they also use their mastery of the Light to heal their allies, even bringing them back from the brink of death.
Aura of Purity, Resurrection
WARFARE: Balista, Catapult, Sister
Often described by common folk as the “big crossbows”, ballistae are war machines designed to launch heavy projectiles (usually large arrows, stakes or stones) at a distant target. Ballistae are mostly used on the battlefield to help bring down the most impressive creatures.
Catapults have been one the main siege engines since the days of the ancient Shantiris. While they vary in design (some rely on the sudden release of tension on wooden beams or twisted cords, others are powered by a counterweight), their purpose remains the same: to hurl a large rock at the enemy’s walls.
The Sisters of Elrath are devoted to the worship of the Dragon of Light. Chosen for their spiritual gifts, these women have dedicated their lives to bringing light and warmth to all the people in need, and in war times they follow the armies to care for the wounded. Sisters are considered blessed by Elrath and possess great healing powers, sometimes performing true miracles.
NECROPOLIS
CORE: Skeleton/Skeleton Hoplite, Ghost/Banshee, Ebon Spider/Death Spider
Skeletons are nothing more than dead, decaying bodies animated by the will of a Necromancer. Combining blind loyalty, indifference to hunger and thirst, and a lack of any sense of fear or doubt, the Skeleton is considered to be an excellent servant, using his sword and shield to bring death to the living.
Undead
Some Skeletons are specially selected by the Necromancers to wield enchanted armours and weapons, making them more than simple Dragon fodder. Armed with solid shields and dangerous blades, these superior servants are quite capable of shifting the balance of any battle in their favour.
Undead
Skeletons are nothing more than dead, decaying bodies animated by the will of a Necromancer. Combining blind loyalty, indifference to hunger and thirst, and a lack of any sense of fear or doubt, the Skeleton is considered to be an excellent servant, using his sword and shield to bring death to the living.
Undead
Despair, sadness, and regret are the forces that create the Banshee. They often appear in great numbers in the aftermath of a great battle, a disaster, or a plague. The despair of their plaintive weeping can rack even the hearts of hardened warriors… but those who have encountered them often say it is the way their eyes seem to follow you everywhere that is truly nerve-shattering.
Undead, Vigilance - can't be flanked
Spiders are sacred to Necromancers, which explains why they are so common in territories under Necromancer control. Ranging from microscopic to gigantic, their kind is specialised in injecting creeping death into their prey.
Undead
In regions where necromantic arts are powerful, Spiders are known to grow to unusually large sizes, and become attuned to Dark Magic. Their venom is especially dangerous, as it is not only poisonous and corrosive, but also spiritual in nature.
Undead, Withering Venom - poisons target
ELITE: Vampire/Vampire Lord, Lich/Archlich, Lamasu/Plague Lamasu
As they grow in power, Liches may earn the right to be embraced by the Spider Goddess herself to die and be reborn as Akhkharus, or "Vampires". Vampires don't need to eat, drink, sleep or breathe anymore. However, they need to drink human blood on a regular basis to thin this venom down, and prevent it from dissolving their body from the inside.
Undead, Life Drain
Gifted with hundreds of years of combat experience, Vampire Lords are the greatest warriors of Heresh. They possess mastery over time and space that allow them to move on the battlefield like a blur and a mist. No enemy can hope to outmaneuver them.
Undead, Life Drain, Vigilance - can't be flanked
Higher ranking Necromancers are given a life-prolonging elixir that is milked from the venom of the Goddess's sacred spiders. This "treatment" turns them into Asakkus, or "Liches", their bodies desiccated but now freed from the passions of the flesh. They keep aging however, until they look little more than walking mummies… The venom mixture also colours their whole eyes bright green.
Undead
Archliches are given this title when they have continued "living" beyond what their physical shell would have normally permitted. Though this passage might seem arbitrary, it is not, for a Lich feels the moment pass when death should have come. Archliches gain comprehension of greater powers, some which can be used to sap the lifeforce of living creatures.
Undead, Hex of Disruption - AOE redusing defense
The Lamasus were a failed experiment by the Wizards to create a superior breed of Beastmen, by the unnatural fusion of a human being (usually a slave or criminal) and a magical creature (in this particular case, a Manticore). The resulting creature was too unstable and was literally short-lived… until a humble embalmer discovered their true potential.
Undead
The Necromancers revived the Plague Lamasus’ dead bodies and infected them with pestilence, turning them into plague vectors. Coupled with the creature’s physical might and its mobility, this makes them perfect front-line troops and one of the most terrifying creatures of the Undead armies..
Undead, Aura of Pestilence - loss of speed and strength
CHAMPION: Grim Rider/Grim Reaper, Bone Dragon/Spectral Dragon
A long time ago, Belketh’s lieutenants were roaming the lands of Ashan, bringing fear to the hearts of House Eterna’s enemies. One of these champions was Vein, the Reaper of Souls, and the Grim Riders were his personal guard. A terrible curse awaits those who are foolish enough to combat these Vampire lords
Undead, Nightmarish Presence - paralyzes the weakest creatures
Harbingers of death, embodiments of doom, Grim Reapers come to the battlefield wielding great scythes, imbued with the powers of the Spider Goddess herself. It is said that wherever the Reaper strikes, death is sure to follow.
Undead, Nightmarish Presence, Fatal Strike - kills target
The Bone Dragon is the most basic physical form of a dead dragon; it is a living fossil animated by only the simplest of primitive minds. Lacking its spirit, the Bone Dragon behaves like an unintelligent beast, erring on the face of Ashan, pushed by its basic survival instincts. As long as it’s not bound and controlled by Death Magic, it will wander aimlessly.
Undead, Soul Flaying Breath - steals life force
Usually when it feels its death coming a Dragon rises up to the moon, returning to the place where Asha rests, there to sleep for all eternity. There is however a remote chance that his spirit remains trapped on the material plane. When such a Spectral Dragon is spied on the surface of Ashan, the Necromancers undertake powerful rituals to find, capture, and bind the creature to their cause.
Undead, Soul Flaying Breath, Soul Reaver - stolen life force is added to Hero's Mana
WARFARE: Splitting Spider, Namtaru
STRONGHOLD
CORE: Brute/Crusher, Harpy/Fury, Gnoll/Gnoll Hunter
All Orcs are born fighters, and there is nothing they desire more than to be in the thick a battle, where the blood of the enemy flows in rivers. Their usual tactics is simply to rush straight at the enemy, counting on their numbers, speed, ferocity and toughness to break the lines of the opposing troops, causing them to be nicknamed “Brutes” by the Empire’s Crusaders.
Demonic lineage - resistant to fire and vulnerable to light
The main strike force of the Orc army, Crushers are hardened and fierce warriors who can run for miles on end across the blistering sands of the Sahaar. Going into battle without pausing for breath, Crushers are believed to be pushed by the winds of their guardian spirit, Father Sky..
Demonic lineage, Unfettered - can't be slowed or stopped
Half-human and half-bird of prey, Harpies were originally created as scouts, messengers and skirmishers in the Wizards’ armies. They won their freedom along with the Orcs, who adopted them as allies, considering them to be favoured children of Father Sky...
Strike and Return
Furies are Harpies that have survived enough battles to master advanced techniques in strafing attacks. They are impossible to counter-attack as they fly with incredible speed and manoeuvrability.
Strike and Return, No retaliation
Gnolls are one of the many types of Beastmen created by the Wizards of House Chimera after they mastered the art of fusing man with animal. Half-man, half-hyena, Gnolls were designed as trackers, capable of relentlessly pursuing the enemy’s scent. Once they enemy has been found, however, Gnolls prefer to stay away from the melee, attacking from afar with throwing knives.
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When a Beastman is created, the resulting being keeps most of its Human intelligence, but also inherits the instincts and tendencies of its animal side. For Gnoll Hunters, this translates as an opportunistic (some would say cowardly) streak. Gnoll Hunters will let others fight in close combat, only intervening when they can land a blow at the enemy without putting themselves directly at risk.
Opportunity Shot - If allies is attacking, throws a dagger in the flank of the targeted foe.
ELITE: Centaur/Centaur Marauder, Sand Wyvern/Venomous Wyvern, Basilisk Rider/Basilisk Lancer
Like the Harpies and Gnolls, Centaurs are Beastmen created by the Wizards of the Seven Cities. Half-human and half-horse, the Centaurs were originally given the menial tasks of carrying messages, pulling carts and work in the mines. Being both mount and rider, Centaurs can fire deadly arrows and then move to higher ground, or dash to a place before firing from the most deadly positions.
Mobile Shooter - can move and shoot
Centaur Marauders are a cast of Centaurs dedicated entirely to the art of warfare. They have mastered the art of disengaging from melee combat: when the enemy gets too close, they move away from the front lines in a couple strides while shooting arrows at their foes. They are one of the best harassing units on all of Ashan, and it takes tactical expertise to outflank them.
Mobile Shooter, Maneuver - can retreat and shoot attacking foe
The wyverns are descendants of flying lizards whose bodies were mutated by Dragon blood during the wars of the Mythic Age. Though Wyverns are smaller than Dragons, they are still rather impressive animals. They have large, bat-like wings, and their body is covered with reptilian scales. The Sand Wyverns found in the Sahaar desert are attuned to Earth Magic, and possess regenerative abilities.
Regeneration, Resistance to Earth
Not content to ravage ranks of armies with their teeth and claws, some species of Wyverns are especially feared for their corrosive breath. Dwelling in in the most inhospitable areas of the Sahaar, these Wyverns are distinguished by their ill-tempered character and a peculiar habit of killing anyone or anything that trespasses on their territory.
Regeneration, Resistance to Earth, Acid Spit - DoT attack
Scaly, ugly, and generally unpleasant to look upon, Basilisks are great lizards found in desolate areas. Basilisks came to be after the battles of the Mythic Age, when the blood of wounded Dragons ran across the face of Ashan, turning primitive animals into magical beasts. The most dangerous weapon of the Basilisk is its ability to temporarily petrify its opponent with its gaze.
Petrification - crit attacks petriefies target
Goblins are "failures" in the Orc experiment and born from the blood of lesser demons. They have multiplied like rodents, despite the Wizards’ best efforts to destroy them. Goblins are devious and cowardly… but even they can muster some courage once mounted on creatures such as Basilisks, especially when they can use their long spears to keep enemies at bay.
Petrification, Long Range - medium sized creatures cannot retaliate
CHAMPION: Cyclops/Enraged Cyclops, Behemoth/Ancient Behemoth
Like Goblins, Cyclopes were a "failure" in the Orc experiment. Born from the blood of major demons, they became monstrous giants, body and mind twisted by chaotic surges. While many factions would love to harness their power, only the Orcs have the strength, patience, and courage to welcome them in their villages as tireless workers, and on the battlefield as heavy shock troops.
Demonic lineage, Sweeping Bash - attacks multiply targets
Though the Cyclopes are by nature calm with a child-like simplicity, when they are hurt (physically or emotionally), they develop an explosive and terrifying rage, born from their chaos-tainted blood. This makes them dangerous to everyone, their own kind included. A select few Cyclopes can intuitively channel this rage through their “Evil Eye” to incinerate their enemies from a distance.
Demonic lineage, Sweeping Bash, Fiery Eye - range attack
Not much is known about the giant, ape-like beasts dwelling within the rocky mountains of the Sahaar Desert. Scholars have surmised they are the same creatures referred to as Behemoths in the tales of old. The long claws of the Behemoths are incredibly sharp, and are capable of tearing apart most materials.
Piercing Claws - attack ignores some of the target’s defense
Behemoths are highly social creatures. Younger behemoths are usually the hunters of the group, while the older specimens, recognizable to their grey fur, are tasked with guard duty. Woe to the imprudent who trespasses on the group’s territory: Ancient Behemoths are bigger, fiercer, more cunning – and surprisingly agile for such hulking creatures.
Piercing Claws, Mighty Pounce - jumps very far and stuns target
WARFARE: Tamed Cyclops, Dreamcatcher
SYLVAN
CORE: Hunter/Master Hunter, Dryad/Oak Dryad, Pixie/Sprite
In times of peace, the Hunters supply the Elven communities with food, and they are respected for their skills and prowess. Wandering Irollan, they live in harmony with Nature and its unwritten laws. They will never kill a living being without purpose. In times of war, however, they have no compunction about using their talents to strike down enemies from afar.
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Master Hunters are dedicated to the defense of the woodland realms and rise to protect them from any invader. Their enchanted bows allow them to shoot twice before the enemy even knows they're there.
Double Shot
Upon dying, an Elf can request to be entombed inside the living trunk of a Treant. It goes without saying that close ties must exist between the Elf and his chosen vessel to make this unusual funeral ceremony possible. The living heart of the tree cradles the Elf’s remains, transforming it over a period of months. The spirit of the Elf then returns to Ashan as a forest spirit known as a Dryad.
Treant Synergy - Close to Treants; emits a protective and heal the Treants
Dryads take on the image of the Treant that gave them birth. They are attached body and spirit to their progenitors. Oak Dryads, born from Oak Treants, are stronger and more resistant than other types of Dryads, making them great assets in times of war.
Treant Synergy, Gift of Life - Mother Treants can resurrect Dryads
A Pixie is a spirit of nature born among flowers whose scent will remain with it throughout its life. The type of flower will determine the aspect, personality and powers of the Pixie. Pixies manifest as miniature, childish humanoids, no more than one foot in size. Elves enjoy the company of Pixies, and druids in particular are often attended by several of these puckish creatures.
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Sprites have oddly coloured skin, hair and eyes, and they sport wings that look like a butterfly’s but are in fact leaves or petals from their associated flower. These wings allow them to fly with great velocity and skill. In combat, Sprites can also spread “Pixie Dust”, a form of pollen that causes the enemy to itch, sneeze and cough, preventing him from retaliating.
No Retaliation
ELITE: Druid/Elder Druid, Moon Doe/Sun Deer, Blade Dancer/Blade Master
The Druids are the priests of Sylanna, the Dragon-Goddess of Earth. As such they are granted control over the various powers of Nature, which they call upon in times of peril.
Leaf Daggers - one time ranged attack
Before High King Arniel's rise to power, the process of choosing a king used to fall to the Druid Elders, who had to endure the sweatlodge until they shared a common vision of who the new ruler should be. This tradition no longer exists, but Druid Elders remain the pillars of Elven society and spirituality.
Leaf Daggers, Thorns - creates one time slow and damage area
Among the strangest and most wonderful beasts found in the Forest Maze, the Moon Does and Sun Deers are actually part of the same species, called Twilight Stags. Moon Does are sweet, peaceful creatures – but they are more than able to defend themselves if something or someone threatens their fawns. More than one poacher met a nasty end, trampled to death by vengeful Moon Does.
Unfettered - can't be stopped or slowed
Male Twilight Stags are diurnal creatures, taking their powers from sunlight. Called Sun Deers, they often sport spectacular antlers that always take shapes reminiscent of the sun or stars. Both males and females are magnificent creatures, but the males especially radiate an appeasing and soothing aura.
Unfettered, Inspiring Presence - increase allies Morale and Luck
Elite among the warriors of the silva, certain Elves dedicate their lives to the intricate Elven martial art known as the Battle Dance. Relying on evasion and quick action rather than resistance or brute force, Blade Dancers wear no armour, but often decorate their skin with magical protective paintings.
Vigilance - can't be flanked
These warriors have been schooled by Irollan's finest swordsmen. They move with a great agility, akin to feathers in the breeze. In battle, the Blade Masters' swordsmanship is so fast and purposeful that their blade resembles a leaf caught up in a whirlwind, and few are those who can survive the silvery thrust of their weapons.
Vigilance, Whirling Death - hit all enemies in range
CHAMPION: Green Dragon/Emerald Dragon, Treant/Ancient Treant
Avatars of the Elemental Gods, Dragons come in all shapes and sizes. A young Green Dragon’s scales look like sharp stones that often get covered with moss as time goes by, sometimes even vegetation. Green Dragons are the Guardians of Earth and Nature, and will defend the forest with all their might when the Elven war horns start singing among the trees.
Regeneration, Immune to Earth
As it grows older, a Green Dragon’s scales slowly turn into emeralds, until it dies – or rather, until the Dragon’s essence is returned to the Spirit World, leaving only its emerald husk on Ashan. Many treasure hunters and Raiders have tried to enter Irollan looking for these precious shells, never to return…
Regeneration, Immune to Earth, Acid Breath - reduce defense
Treants are rare and exceptional forest spirits that appear as large, walking trees. Living embodiments of the force of Nature and growth, they are the protectors and shepherds of all trees, plants and flowers. They are natural allies of the Elves and share a unique, symbiotic relationship with those who choose to be buried within their trunks and be reborn as Dryads.
Living Shelter - increase defense, cannot attack or move but protect allies with cover
The life of a Treant can span hundreds, even thousands, of years. The oldest Treants are slow but resilient, protected by a thick skin of bark hardened by the centuries. They can also animate vegetation around them, turning them into weapons against the enemies of the forest.
Living Shelter, Entangling Roots - range attack that entangles target
WARFARE: Balista, Greater Earth Elemental, Mother Treant
DUNGEON
CORE: Assassin/Shade, Stalker/Tracker, Troglodyte/Chthonian
A young Dark Elf needs to know several arts to survive in Ygg-Chall: magic, alchemy, swordplay… and of course, assassination.
Alchemy is the Dark Elves’ favourite hobby. Especially when it involves creating new sorts of poisons…
Dark Elves fight dirty. Stalkers are a good reminder of that fact.
Trackers carry special crossbows, cut from the roots of a Treant, their trigger and mechanism forged from Shadowsteel. They shoot further, send quarrels truer, and inflict more grievous wounds than any regular bow or crossbow.
The Dark Elves were quick to realize the usefulness of these creatures to expand their subterranean empire, and have been using magic to force Troglodytes to do their bidding.
A legend claims Troglodytes keep on solidifying, eventually becoming pillars of living rock, fortifying the tunnels and burrows dug by their brethren.
ELITE: Medusa/Medusa Sorceress, Strider/Soulless, Minotaur/Minotaur Guard
The Wrecker and Malassa are not mutually exclusive. After all, what lies in the heart of the ocean if not Darkness?
Medusa Sorceresses proved their worth against the Dwarves during the last years of the War under the Mountain.
Some say Striders are actually grown from the very blood of the Faceless. As if they weren’t creepy enough.
Most the time, Souless fight the Angels of Elrath, which is why the Soulless are especially efficient against the powers of the Light.
Most Dark Elves appreciate the Minotaurs’ strength and reliability and consider them valuable allies. But a few clans, notably the Soulscars, tend to see them as little more than slaves.
Minotaurs often fight battles in gladiatorial arenas to prove their strength and impress future employers.
CHAMPION: Shadow Dragon/Black Dragon, Cave Hydra/Deep Hydra
WARFARE: Shadow Lurker, Tamed Wyvern, Faceless
CORE: Cabir/Cabir Master, Gargoyle/Obsidian Gargoyle, Golem/Sandstone Golem
Cabirs are minor spirits of Fire that Wizards summon to help in their arcane forges and laboratories. While not very intelligent, Cabirs are obedient, enthusiastic, and have a natural control over all things fiery. They are tasked with helping building and repairing the Constructs, like Golems and Titans.
Immune to Fire, Vulnerable to Water, Soldering Hands - repairs constructs repair
Cabirs that have distinguished themselves in the Wizards’ service – by their skill or their intelligence – may be awarded the rank of Master Cabir. They have a deep knowledge of Constructs and are often found overseeing their maintenance.
Immune to Fire, Vulnerable to Water, Soldering Hands - repairs constructs
Gargoyles are statues of flying creatures animated by magic. Wizards treat these constructs with care, due to their ability to fly and the tactical advantage they can grant. To ensure their longevity on the battlefield, Wizards often imbue them with powerful arcane wards, shielding them from enemy spells.
Construct, Magic Immunity
One of the flaws of the first generation of Gargoyles was their relative fragility and slowness, making them easy targets. The very substance of the Obsidian Gargoyles is far more durable, and their conception allows them to fly longer distances as well.
Construct, Magic Immunity
Golems are magical constructs that are used as primary battle units by the Silver Cities. Golems come in all sizes and shapes depending on who built them but they are generally humanoid, heavy, and relentless.
Construct, Unfettered - can't be slowed or stopped
Golems have flaws, the most obvious being their sluggish and lumbering nature. Therefore, the Wizards have spent a lot of time looking for ways to make Golems lighter and more agile. Their latest experiments have parts made of ceramic arenite, commonly known as “sandstone”. While Sandstone Golems are no Elven dancers, they are noticeably nimbler than their predecessors.
Construct, Unfettered - can't be slowed or stopped
ELITE: Djinn/Djinn Channeler, Rakshasa/Rakshasa Raja, Apprentice/Disciple
Djinns are humanoid spirits from the Plane of Magic, and are considered to be reflections of the power and brilliance of Sar-Elam. Depending on where, when, and how the Djinn is evoked, it may have a male or a female form.
Mana Drain, Immune to Prime
Djinn Channelers are valuable allies for the Wizards, as their mystical knowledge and natural affinity for the currents of magic can strongly influence the scope of a Wizard’s abilities, but also cause nasty magical effects to the Wizard’s enemies.
Mana Drain, Immune to Prime, Magic Touch - triggers random magical effects on targets
Rakshasas are half-human, half-feline Beastmen. Combining their feral speed and reflexes with a superior training in swordsmanship and the gift of enchanted weapons from their Wizard masters, the Rakshasas are arguably the single most dangerous hand-to-hand fighting creature on the surface of Ashan.
No Retaliation
The formidable Rakshasa Rajas are magically-empowered. Most are granted an extra pair of arms covered with protective tattoos, and the most powerful are imbued with the essence of ancient Air spirits, making them even more swift and agile.
No Retaliation, Sweep - strikes multiples enemies
Joining one of the Academies of Magic is free, but students – regardless of age – are requested to take part to a four-year Tour of Duty in the Wizard armies. During their first two years, they have the rank of Apprentice.
Piercing Shot
During the last two years of their Tour of Duty, students gain the rank of Disciples. They must manage the new Apprentices, while being under the authority of a Master themselves. An elder Wizard or Blademage, the Master teaches his Disciples the art of magical warfare.
Piercing Shot, Nova - AOE damaging bolt
CHAMPION: Arcane Eagle/Simurgh , Colossus/Titan
In his treatise “On the Nature of the Spirit World”, the great scholar Sar-Aggreth made a tentative classification of Spirits. He noticed that greater Spirits often took the form of majestic birds. It is therefore no surprise that when Wizards of House Anima tried to materialize the most powerful energies of the Plane of Magic, the resulting beings looked like majestic eagles of pure mana.
Arcane Wings - anything close to it suffering from magical negative effects permanently
Long believed to be a mere legend among the students of the arcane, the Simurgh was eventually discovered in the surreal landscape of the Plane of Magic. It took a long time (and many disastrous failures) before the Wizards were able to understand the nature of this powerful being and bend it to their wills.
Arcane Wings - anything close to it suffering from magical negative effects permanently
Magic Catalyst - amplifier spells
The first Titans were created by the Shantiris during the Ancient Age as immense statues, built of precious minerals and metals, of which the most important was starsilver. Wizards have long been trying to recreate these gigantic and complex Constructs: their first tries, Colossi, are not quite as powerful as the Titans of old, but they are impressive nonetheless.
Construct, corrupted data file
The few Shantiri Titans that have survived to the present day are almost objects of worship; they are carefully protected and studied by the Wizards who use them to create lesser imitations, which are still exceedingly powerful in battle. Their size and weight allow them to trample their enemies, and their earth-shaking fists can also channel devastating bolts of raw magic.
Construct, corrupted data file
WARFARE: Pyramid, Great Pyramid, Healing Tent
Built with conductor materials and rare crystals, Pyramids are Arcane Foci conceived to channel and redirect magical energies. Originally conceived to help Wizards during difficult rituals, their role on the battlefield is mainly to hurl deadly magic missiles at the enemy troops.
It needs a major display of spellpower to bring down a castle’s fortifications. The Great Pyramid, a bigger and more complex type of Arcane Focus, is meant to provide such destructive capabilities.
Wizards would rather stay at a safe distance from the battlefield, letting their servants do the fighting for them. That doesn’t mean they’ll let said servants die without lifting a finger to help them: the healers and alchemists of the Healing Tent are there to tend the wounded. Sometimes, Wizard generals also affect Cabirs to the Tent, so that damaged Constructs can be repaired as well.
HAVEN
CORE: Crossbowman/Marksman, Dire Wolf/Silverback, Sentinel/Legionnare
Common soldiers as well as knights fear the Crossbowmen of the Holy Empire. Their lethal reputation comes from the tremendous power coiled in their weapons. The bolts launched from their crossbows are said capable of piercing Dwarven Dragonsteel.
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Marksmen have become masters of the crossbow and learned how to make maximum usage of each of their powerful bolts. All enemies fear their piercing shots, even those standing behind their primary targets.
Piercing Shot
In the Holy Empire, Dire Wolves are among the most feared predators of the wild. The ruthless warriors of the Wolf Duchy have chosen this bloodthirsty beast as their blazon animal, and they have learned to train them into efficient, if somewhat unreliable companions for their hunting parties, and of course, for war.
Unlimited Retaliation
Decades of breeding have produced the Silverbacks, a variety of Dire Wolf that is bigger, fiercer, and generally more aggressive. When they are unleashed on the battlefield, these muscular beasts don’t stop until they have closed their jaws on the enemy’s flesh.
Unlimited Retaliation, Feral Charge - devastating damage
The Imperial Sentinels form the backbone of the Empire’s military. Equipped with a shield and a spear, they are often in the frontline, relentlessly advancing on the enemy.
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Handpicked from the ranks of the Imperial Guard, the Legion is a veteran corps tasked with patrolling the borders of the Empire and defending its outposts deep within hostile lands, such as the mountains of the Dragons’ Causeway or the Deserts of Sahaar. They are highly disciplined, and show an unwavering resolve on the battlefield.
Shielding - protect allies at the cost of own safety
ELITE: Cavalier/Cuirassier, Guardian/Justicar, Chaplain/Abbot
The Cavaliers are the shock troops of the Holy Empire. Mounted on powerful horses and heavily armoured, they are at their best when they charge the enemy from afar.
Charge
Nothing holds greater fear for infantry troops than a Cuirassier attack. Rampaging their way through armed ranks, trampling enemy soldiers underfoot, these elite knights strike down all who stand in their way with their mighty weapons.
Charge, Bash - charge stuns and propels away enemies
Guardians of the Faith have always been part of the Empire’s military history, but they came in the limelight during Empress Maeve’s reign, earning the reputation of being one of the most dangerous troops of the Holy Empire. Lightly-armoured outside of their trusty shield, they rely on their swiftness and fencing ability in battle.
Cleave - strikes twice
Afraid of no man nor Demon, the Justicars are always found leading the attack, cutting through the defences of the enemy and opening the way for the rest of the army to advance. In the melee, they will always have their allies’ back and look for opportunities to outflank their foes.
Cleave, Opportunity Retaliation
Chaplains are battle-priests of Elrath. They fight fiercely against non-believers and any who threaten the Church of the Light. They are more than able to defend themselves on the battlefield, but their main role is to channel the powers of the Light to shield and protect their allies.
Aura of Cleansing - shielding allies from physical and magical damage
Abbots are veteran battle-priests that distinguished themselves among the Chaplains’ ranks. Guided by a higher force, these zealots are the scourge of all those who refuse to bow to Elrath.
Aura of Cleansing, Ranged Retaliation
CHAMPION: Landsknecht/Swordmaster, Seraph/Celestial
Landsknechte first appeared in the Wolf Duchy, and their name actually means “servants of the land” in the old Wolf dialect. Protected by heavy armour and armed with double-bladed swords, Landsknechte are without a doubt the greatest warriors of the Wolf Duchy – and quite possibly of the Holy Empire itself.
Sweep - damages multiple targets
Only the biggest, toughest, most resilient of Landsknechte can become Swordmasters. Trained in the most inhospitable woods and frozen hills of the Wolf Duchy, the fearless Swordmasters are the living swords of Elrath, and the embodiment of the Dragon of Light’s might and ire.
Sweep, Indomitable - can't be feared
Physically imposing and striking in their perfection, the Angels of the Light are taller than Humans, far more beautiful, and project an aura of power and confidence. Seraphim, on the other hand, are smaller and more Human-like in their appearance. Nonetheless, their presence on the battlefield is enough to fill the hearts of soldiers with hope and resolve.
Aura of Purity - protects against enemy’s spells and abilities
Celestials are champions among the Seraphim. It is no coincidence that their given names are often those of legendary Angels fallen during the Elder Wars... Celestials are extremely skilled in battle and fight with an absolute heroism and fearlessness. But they also use their mastery of the Light to heal their allies, even bringing them back from the brink of death.
Aura of Purity, Resurrection
WARFARE: Balista, Catapult, Sister
Often described by common folk as the “big crossbows”, ballistae are war machines designed to launch heavy projectiles (usually large arrows, stakes or stones) at a distant target. Ballistae are mostly used on the battlefield to help bring down the most impressive creatures.
Catapults have been one the main siege engines since the days of the ancient Shantiris. While they vary in design (some rely on the sudden release of tension on wooden beams or twisted cords, others are powered by a counterweight), their purpose remains the same: to hurl a large rock at the enemy’s walls.
The Sisters of Elrath are devoted to the worship of the Dragon of Light. Chosen for their spiritual gifts, these women have dedicated their lives to bringing light and warmth to all the people in need, and in war times they follow the armies to care for the wounded. Sisters are considered blessed by Elrath and possess great healing powers, sometimes performing true miracles.
NECROPOLIS
CORE: Skeleton/Skeleton Hoplite, Ghost/Banshee, Ebon Spider/Death Spider
Skeletons are nothing more than dead, decaying bodies animated by the will of a Necromancer. Combining blind loyalty, indifference to hunger and thirst, and a lack of any sense of fear or doubt, the Skeleton is considered to be an excellent servant, using his sword and shield to bring death to the living.
Undead
Some Skeletons are specially selected by the Necromancers to wield enchanted armours and weapons, making them more than simple Dragon fodder. Armed with solid shields and dangerous blades, these superior servants are quite capable of shifting the balance of any battle in their favour.
Undead
Skeletons are nothing more than dead, decaying bodies animated by the will of a Necromancer. Combining blind loyalty, indifference to hunger and thirst, and a lack of any sense of fear or doubt, the Skeleton is considered to be an excellent servant, using his sword and shield to bring death to the living.
Undead
Despair, sadness, and regret are the forces that create the Banshee. They often appear in great numbers in the aftermath of a great battle, a disaster, or a plague. The despair of their plaintive weeping can rack even the hearts of hardened warriors… but those who have encountered them often say it is the way their eyes seem to follow you everywhere that is truly nerve-shattering.
Undead, Vigilance - can't be flanked
Spiders are sacred to Necromancers, which explains why they are so common in territories under Necromancer control. Ranging from microscopic to gigantic, their kind is specialised in injecting creeping death into their prey.
Undead
In regions where necromantic arts are powerful, Spiders are known to grow to unusually large sizes, and become attuned to Dark Magic. Their venom is especially dangerous, as it is not only poisonous and corrosive, but also spiritual in nature.
Undead, Withering Venom - poisons target
ELITE: Vampire/Vampire Lord, Lich/Archlich, Lamasu/Plague Lamasu
As they grow in power, Liches may earn the right to be embraced by the Spider Goddess herself to die and be reborn as Akhkharus, or "Vampires". Vampires don't need to eat, drink, sleep or breathe anymore. However, they need to drink human blood on a regular basis to thin this venom down, and prevent it from dissolving their body from the inside.
Undead, Life Drain
Gifted with hundreds of years of combat experience, Vampire Lords are the greatest warriors of Heresh. They possess mastery over time and space that allow them to move on the battlefield like a blur and a mist. No enemy can hope to outmaneuver them.
Undead, Life Drain, Vigilance - can't be flanked
Higher ranking Necromancers are given a life-prolonging elixir that is milked from the venom of the Goddess's sacred spiders. This "treatment" turns them into Asakkus, or "Liches", their bodies desiccated but now freed from the passions of the flesh. They keep aging however, until they look little more than walking mummies… The venom mixture also colours their whole eyes bright green.
Undead
Archliches are given this title when they have continued "living" beyond what their physical shell would have normally permitted. Though this passage might seem arbitrary, it is not, for a Lich feels the moment pass when death should have come. Archliches gain comprehension of greater powers, some which can be used to sap the lifeforce of living creatures.
Undead, Hex of Disruption - AOE redusing defense
The Lamasus were a failed experiment by the Wizards to create a superior breed of Beastmen, by the unnatural fusion of a human being (usually a slave or criminal) and a magical creature (in this particular case, a Manticore). The resulting creature was too unstable and was literally short-lived… until a humble embalmer discovered their true potential.
Undead
The Necromancers revived the Plague Lamasus’ dead bodies and infected them with pestilence, turning them into plague vectors. Coupled with the creature’s physical might and its mobility, this makes them perfect front-line troops and one of the most terrifying creatures of the Undead armies..
Undead, Aura of Pestilence - loss of speed and strength
CHAMPION: Grim Rider/Grim Reaper, Bone Dragon/Spectral Dragon
A long time ago, Belketh’s lieutenants were roaming the lands of Ashan, bringing fear to the hearts of House Eterna’s enemies. One of these champions was Vein, the Reaper of Souls, and the Grim Riders were his personal guard. A terrible curse awaits those who are foolish enough to combat these Vampire lords
Undead, Nightmarish Presence - paralyzes the weakest creatures
Harbingers of death, embodiments of doom, Grim Reapers come to the battlefield wielding great scythes, imbued with the powers of the Spider Goddess herself. It is said that wherever the Reaper strikes, death is sure to follow.
Undead, Nightmarish Presence, Fatal Strike - kills target
The Bone Dragon is the most basic physical form of a dead dragon; it is a living fossil animated by only the simplest of primitive minds. Lacking its spirit, the Bone Dragon behaves like an unintelligent beast, erring on the face of Ashan, pushed by its basic survival instincts. As long as it’s not bound and controlled by Death Magic, it will wander aimlessly.
Undead, Soul Flaying Breath - steals life force
Usually when it feels its death coming a Dragon rises up to the moon, returning to the place where Asha rests, there to sleep for all eternity. There is however a remote chance that his spirit remains trapped on the material plane. When such a Spectral Dragon is spied on the surface of Ashan, the Necromancers undertake powerful rituals to find, capture, and bind the creature to their cause.
Undead, Soul Flaying Breath, Soul Reaver - stolen life force is added to Hero's Mana
WARFARE: Splitting Spider, Namtaru
STRONGHOLD
CORE: Brute/Crusher, Harpy/Fury, Gnoll/Gnoll Hunter
All Orcs are born fighters, and there is nothing they desire more than to be in the thick a battle, where the blood of the enemy flows in rivers. Their usual tactics is simply to rush straight at the enemy, counting on their numbers, speed, ferocity and toughness to break the lines of the opposing troops, causing them to be nicknamed “Brutes” by the Empire’s Crusaders.
Demonic lineage - resistant to fire and vulnerable to light
The main strike force of the Orc army, Crushers are hardened and fierce warriors who can run for miles on end across the blistering sands of the Sahaar. Going into battle without pausing for breath, Crushers are believed to be pushed by the winds of their guardian spirit, Father Sky..
Demonic lineage, Unfettered - can't be slowed or stopped
Half-human and half-bird of prey, Harpies were originally created as scouts, messengers and skirmishers in the Wizards’ armies. They won their freedom along with the Orcs, who adopted them as allies, considering them to be favoured children of Father Sky...
Strike and Return
Furies are Harpies that have survived enough battles to master advanced techniques in strafing attacks. They are impossible to counter-attack as they fly with incredible speed and manoeuvrability.
Strike and Return, No retaliation
Gnolls are one of the many types of Beastmen created by the Wizards of House Chimera after they mastered the art of fusing man with animal. Half-man, half-hyena, Gnolls were designed as trackers, capable of relentlessly pursuing the enemy’s scent. Once they enemy has been found, however, Gnolls prefer to stay away from the melee, attacking from afar with throwing knives.
none
When a Beastman is created, the resulting being keeps most of its Human intelligence, but also inherits the instincts and tendencies of its animal side. For Gnoll Hunters, this translates as an opportunistic (some would say cowardly) streak. Gnoll Hunters will let others fight in close combat, only intervening when they can land a blow at the enemy without putting themselves directly at risk.
Opportunity Shot - If allies is attacking, throws a dagger in the flank of the targeted foe.
ELITE: Centaur/Centaur Marauder, Sand Wyvern/Venomous Wyvern, Basilisk Rider/Basilisk Lancer
Like the Harpies and Gnolls, Centaurs are Beastmen created by the Wizards of the Seven Cities. Half-human and half-horse, the Centaurs were originally given the menial tasks of carrying messages, pulling carts and work in the mines. Being both mount and rider, Centaurs can fire deadly arrows and then move to higher ground, or dash to a place before firing from the most deadly positions.
Mobile Shooter - can move and shoot
Centaur Marauders are a cast of Centaurs dedicated entirely to the art of warfare. They have mastered the art of disengaging from melee combat: when the enemy gets too close, they move away from the front lines in a couple strides while shooting arrows at their foes. They are one of the best harassing units on all of Ashan, and it takes tactical expertise to outflank them.
Mobile Shooter, Maneuver - can retreat and shoot attacking foe
The wyverns are descendants of flying lizards whose bodies were mutated by Dragon blood during the wars of the Mythic Age. Though Wyverns are smaller than Dragons, they are still rather impressive animals. They have large, bat-like wings, and their body is covered with reptilian scales. The Sand Wyverns found in the Sahaar desert are attuned to Earth Magic, and possess regenerative abilities.
Regeneration, Resistance to Earth
Not content to ravage ranks of armies with their teeth and claws, some species of Wyverns are especially feared for their corrosive breath. Dwelling in in the most inhospitable areas of the Sahaar, these Wyverns are distinguished by their ill-tempered character and a peculiar habit of killing anyone or anything that trespasses on their territory.
Regeneration, Resistance to Earth, Acid Spit - DoT attack
Scaly, ugly, and generally unpleasant to look upon, Basilisks are great lizards found in desolate areas. Basilisks came to be after the battles of the Mythic Age, when the blood of wounded Dragons ran across the face of Ashan, turning primitive animals into magical beasts. The most dangerous weapon of the Basilisk is its ability to temporarily petrify its opponent with its gaze.
Petrification - crit attacks petriefies target
Goblins are "failures" in the Orc experiment and born from the blood of lesser demons. They have multiplied like rodents, despite the Wizards’ best efforts to destroy them. Goblins are devious and cowardly… but even they can muster some courage once mounted on creatures such as Basilisks, especially when they can use their long spears to keep enemies at bay.
Petrification, Long Range - medium sized creatures cannot retaliate
CHAMPION: Cyclops/Enraged Cyclops, Behemoth/Ancient Behemoth
Like Goblins, Cyclopes were a "failure" in the Orc experiment. Born from the blood of major demons, they became monstrous giants, body and mind twisted by chaotic surges. While many factions would love to harness their power, only the Orcs have the strength, patience, and courage to welcome them in their villages as tireless workers, and on the battlefield as heavy shock troops.
Demonic lineage, Sweeping Bash - attacks multiply targets
Though the Cyclopes are by nature calm with a child-like simplicity, when they are hurt (physically or emotionally), they develop an explosive and terrifying rage, born from their chaos-tainted blood. This makes them dangerous to everyone, their own kind included. A select few Cyclopes can intuitively channel this rage through their “Evil Eye” to incinerate their enemies from a distance.
Demonic lineage, Sweeping Bash, Fiery Eye - range attack
Not much is known about the giant, ape-like beasts dwelling within the rocky mountains of the Sahaar Desert. Scholars have surmised they are the same creatures referred to as Behemoths in the tales of old. The long claws of the Behemoths are incredibly sharp, and are capable of tearing apart most materials.
Piercing Claws - attack ignores some of the target’s defense
Behemoths are highly social creatures. Younger behemoths are usually the hunters of the group, while the older specimens, recognizable to their grey fur, are tasked with guard duty. Woe to the imprudent who trespasses on the group’s territory: Ancient Behemoths are bigger, fiercer, more cunning – and surprisingly agile for such hulking creatures.
Piercing Claws, Mighty Pounce - jumps very far and stuns target
WARFARE: Tamed Cyclops, Dreamcatcher
SYLVAN
CORE: Hunter/Master Hunter, Dryad/Oak Dryad, Pixie/Sprite
In times of peace, the Hunters supply the Elven communities with food, and they are respected for their skills and prowess. Wandering Irollan, they live in harmony with Nature and its unwritten laws. They will never kill a living being without purpose. In times of war, however, they have no compunction about using their talents to strike down enemies from afar.
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Master Hunters are dedicated to the defense of the woodland realms and rise to protect them from any invader. Their enchanted bows allow them to shoot twice before the enemy even knows they're there.
Double Shot
Upon dying, an Elf can request to be entombed inside the living trunk of a Treant. It goes without saying that close ties must exist between the Elf and his chosen vessel to make this unusual funeral ceremony possible. The living heart of the tree cradles the Elf’s remains, transforming it over a period of months. The spirit of the Elf then returns to Ashan as a forest spirit known as a Dryad.
Treant Synergy - Close to Treants; emits a protective and heal the Treants
Dryads take on the image of the Treant that gave them birth. They are attached body and spirit to their progenitors. Oak Dryads, born from Oak Treants, are stronger and more resistant than other types of Dryads, making them great assets in times of war.
Treant Synergy, Gift of Life - Mother Treants can resurrect Dryads
A Pixie is a spirit of nature born among flowers whose scent will remain with it throughout its life. The type of flower will determine the aspect, personality and powers of the Pixie. Pixies manifest as miniature, childish humanoids, no more than one foot in size. Elves enjoy the company of Pixies, and druids in particular are often attended by several of these puckish creatures.
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Sprites have oddly coloured skin, hair and eyes, and they sport wings that look like a butterfly’s but are in fact leaves or petals from their associated flower. These wings allow them to fly with great velocity and skill. In combat, Sprites can also spread “Pixie Dust”, a form of pollen that causes the enemy to itch, sneeze and cough, preventing him from retaliating.
No Retaliation
ELITE: Druid/Elder Druid, Moon Doe/Sun Deer, Blade Dancer/Blade Master
The Druids are the priests of Sylanna, the Dragon-Goddess of Earth. As such they are granted control over the various powers of Nature, which they call upon in times of peril.
Leaf Daggers - one time ranged attack
Before High King Arniel's rise to power, the process of choosing a king used to fall to the Druid Elders, who had to endure the sweatlodge until they shared a common vision of who the new ruler should be. This tradition no longer exists, but Druid Elders remain the pillars of Elven society and spirituality.
Leaf Daggers, Thorns - creates one time slow and damage area
Among the strangest and most wonderful beasts found in the Forest Maze, the Moon Does and Sun Deers are actually part of the same species, called Twilight Stags. Moon Does are sweet, peaceful creatures – but they are more than able to defend themselves if something or someone threatens their fawns. More than one poacher met a nasty end, trampled to death by vengeful Moon Does.
Unfettered - can't be stopped or slowed
Male Twilight Stags are diurnal creatures, taking their powers from sunlight. Called Sun Deers, they often sport spectacular antlers that always take shapes reminiscent of the sun or stars. Both males and females are magnificent creatures, but the males especially radiate an appeasing and soothing aura.
Unfettered, Inspiring Presence - increase allies Morale and Luck
Elite among the warriors of the silva, certain Elves dedicate their lives to the intricate Elven martial art known as the Battle Dance. Relying on evasion and quick action rather than resistance or brute force, Blade Dancers wear no armour, but often decorate their skin with magical protective paintings.
Vigilance - can't be flanked
These warriors have been schooled by Irollan's finest swordsmen. They move with a great agility, akin to feathers in the breeze. In battle, the Blade Masters' swordsmanship is so fast and purposeful that their blade resembles a leaf caught up in a whirlwind, and few are those who can survive the silvery thrust of their weapons.
Vigilance, Whirling Death - hit all enemies in range
CHAMPION: Green Dragon/Emerald Dragon, Treant/Ancient Treant
Avatars of the Elemental Gods, Dragons come in all shapes and sizes. A young Green Dragon’s scales look like sharp stones that often get covered with moss as time goes by, sometimes even vegetation. Green Dragons are the Guardians of Earth and Nature, and will defend the forest with all their might when the Elven war horns start singing among the trees.
Regeneration, Immune to Earth
As it grows older, a Green Dragon’s scales slowly turn into emeralds, until it dies – or rather, until the Dragon’s essence is returned to the Spirit World, leaving only its emerald husk on Ashan. Many treasure hunters and Raiders have tried to enter Irollan looking for these precious shells, never to return…
Regeneration, Immune to Earth, Acid Breath - reduce defense
Treants are rare and exceptional forest spirits that appear as large, walking trees. Living embodiments of the force of Nature and growth, they are the protectors and shepherds of all trees, plants and flowers. They are natural allies of the Elves and share a unique, symbiotic relationship with those who choose to be buried within their trunks and be reborn as Dryads.
Living Shelter - increase defense, cannot attack or move but protect allies with cover
The life of a Treant can span hundreds, even thousands, of years. The oldest Treants are slow but resilient, protected by a thick skin of bark hardened by the centuries. They can also animate vegetation around them, turning them into weapons against the enemies of the forest.
Living Shelter, Entangling Roots - range attack that entangles target
WARFARE: Balista, Greater Earth Elemental, Mother Treant
DUNGEON
CORE: Assassin/Shade, Stalker/Tracker, Troglodyte/Chthonian
A young Dark Elf needs to know several arts to survive in Ygg-Chall: magic, alchemy, swordplay… and of course, assassination.
Alchemy is the Dark Elves’ favourite hobby. Especially when it involves creating new sorts of poisons…
Dark Elves fight dirty. Stalkers are a good reminder of that fact.
Trackers carry special crossbows, cut from the roots of a Treant, their trigger and mechanism forged from Shadowsteel. They shoot further, send quarrels truer, and inflict more grievous wounds than any regular bow or crossbow.
The Dark Elves were quick to realize the usefulness of these creatures to expand their subterranean empire, and have been using magic to force Troglodytes to do their bidding.
A legend claims Troglodytes keep on solidifying, eventually becoming pillars of living rock, fortifying the tunnels and burrows dug by their brethren.
ELITE: Medusa/Medusa Sorceress, Strider/Soulless, Minotaur/Minotaur Guard
The Wrecker and Malassa are not mutually exclusive. After all, what lies in the heart of the ocean if not Darkness?
Medusa Sorceresses proved their worth against the Dwarves during the last years of the War under the Mountain.
Some say Striders are actually grown from the very blood of the Faceless. As if they weren’t creepy enough.
Most the time, Souless fight the Angels of Elrath, which is why the Soulless are especially efficient against the powers of the Light.
Most Dark Elves appreciate the Minotaurs’ strength and reliability and consider them valuable allies. But a few clans, notably the Soulscars, tend to see them as little more than slaves.
Minotaurs often fight battles in gladiatorial arenas to prove their strength and impress future employers.
CHAMPION: Shadow Dragon/Black Dragon, Cave Hydra/Deep Hydra
WARFARE: Shadow Lurker, Tamed Wyvern, Faceless
Last edited by Avonu on 07 Aug 2015, 14:05, edited 28 times in total.
Glad to see the lessened nerd-pleasing boobamored feminist theme, especially in Haven.
For the record, i am not against female presence in the Homm series, im against fan-servicing cuteness/sexyness.
Hope they will do something for Dungeon...
For the record, i am not against female presence in the Homm series, im against fan-servicing cuteness/sexyness.
Hope they will do something for Dungeon...
And with the passing of strange eons, even death may die.
H.P. Lovecraft - gentleman, writer and dreamer.
H.P. Lovecraft - gentleman, writer and dreamer.
Yeah, that was certainly over the top. But on the other hand I appreciated that they tried to make Haven more than a generic medival/feudalistic human town.Romanov77 wrote:Glad to see the lessened nerd-pleasing boobamored feminist theme, especially in Haven.
For the record, i am not against female presence in the Homm series, im against fan-servicing cuteness/sexyness.
But if you think about it, do you really want to have male healers and especially... male Glories? xD
Imo the most ridiculous thing were the sun riders, their design made me really think: ... seriously?
IF they make Dungeon. I'm sure that I won't buy the game if Dungeon does not succeed in the vote. But if so, I hope that they go more for the original "Monster army created by powerhungry Warlocks" theme.Romanov77 wrote:Hope they will do something for Dungeon...
Dark Elves are cool, but H3 Warlocks were waaaay to awesome. I think Dungeon could fit nicely as an ally for the evil brother.
Re: Factions line-up
The official page says that haven gets support from giffins and angels.Avonu wrote: Elite: Horseman, Chaplain(?), Unknown
From mapmakers perspective it is easy to come up with a unicorn, gremlin, vampire etc fairy tale. While cabir or lacelator may be cool names and fit for official story, they are a challenge for mapmakers.
I have set up some creature pages on the CH main page (set game selector to H7 to see them), basing them on the old H4 pages. Obviously, I'll need to update them with names, artwork and stats from H7, but I'll wait until we know more.
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And you're not posting links because?Romanov77 wrote:There are already snippets of info on Necro and Stronghold tech trees floating around.
They look good.
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I have never faked a sarcasm in my entire life. - ???
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Because posting links using my cellphone is pain in the rearThunderTitan wrote:And you're not posting links because?Romanov77 wrote:There are already snippets of info on Necro and Stronghold tech trees floating around.
They look good.
Plus, it comes from "competitors" sites, and I don't know it it is fair to post them on CH...
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Well, in this case, the pics I saw where from the main topic on Heroes Community Homm7 discussion.Kalah wrote:I don't mind people posting links to other sites, as long as it's with the purpose of giving our readers information.
However, now that I read it again, probably it was just speculation + some people talented at photoshopping, so I guess there's nothing new.
And with the passing of strange eons, even death may die.
H.P. Lovecraft - gentleman, writer and dreamer.
H.P. Lovecraft - gentleman, writer and dreamer.
Yes, it's a picture of DoC creatures which could be ended in H7 but not neccesary have to.
Now that would be a cool line-up.Avonu wrote:Yes, it's a picture of DoC creatures which could be ended in H7 but not necessary have to.
Especially the Stronghold...manly, savage, strong and without silly native american references.
However, I fear that UBI will demand more unnecessary boobies to be crammed in.
And with the passing of strange eons, even death may die.
H.P. Lovecraft - gentleman, writer and dreamer.
H.P. Lovecraft - gentleman, writer and dreamer.
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