So basically norscan dwarves from WFB. Sounds cool. Just make sure to differentiate them from Poo's Dwarves and don't forget that the North is also home to a whole bunch of angry, fuck crazy vikings who want to pillage, loot, rape, murderfuck, skin and then cook you (hopefully in that order).
Speaking of all those lovely things, where are the Beastmen going?
@RisenDeadI was planning on having them sort of just be in the lands of the other races (namely the elves, dwarves and humans) although I'm not quite too sure how to put that on a map.
So basically norscan dwarves from WFB. Sounds cool. Just make sure to differentiate them from Poo's Dwarves and don't forget that the North is also home to a whole bunch of angry, fuck crazy vikings who want to pillage, loot, rape, murderfuck, skin and then cook you (hopefully in that order).
Don't forget the Orks to south (which I am calling Orruks just in case anyone else wants orcs) who would kindly do the same whilst shouting incoherent insults at you!
@RisenDeadI was planning on having them sort of just be in the lands of the other races (namely the elves, dwarves and humans) although I'm not quite too sure how to put that on a map.
True Beastmen style. Makes sense. Maybe have a "hub" where their chiefs and such hang out? I doubt they would be terribly centralized, or isolated to any particular areas. They seem to be EVERYWHERE.
@ClocktowerEchosBut...I wanna be in the midst of battle against some crazy neanderthals wielding crude weapons too ;-;
Don't forget the Orks to south (which I am calling Orruks just in case anyone else wants orcs) who would kindly do the same whilst shouting incoherent insults at you!
Kobolds are a stable of Dungeons and Dragons/ Pathfinder as small, humanoid dragonkin that live in tribes (some above ground, but mostly in underground borrows that they dug out themselves). While they view themselves as related to dragons (and the more dragon-like you are, the better! Wings and a breath attack of some elemental nature are positive traits), Kobolds are kind of physically weak individually; That isn't to say that some of them aren't good melee fighters, but they are painfully aware of the fact that if the average kobold warrior goes up against the average warrior of just about any other race in a fair one on one fight it's going to end badly for the kobold.
What they lack in size and raw physical power, Kobolds make up for with intelligence and cunning partnered with a pragmatic ruthlessness dedicated to keeping themselves alive, but thriving despite the odds. They would arguably be one of the first races on a given planet to figure out how to create explosives and firearms (Making something or a lot of someone's vanish in an explosion is -really- dragon like, and guns go a long way to fighting heavily armored opposition). They are also brilliant trap makers and ambushers, favoring indireact warfare to deal with opposition rather the get bunkered down in a straight up meat grinder battle.
One of the oldest enemies of Kobold kind are the night goblins (Or the goblins that live underground in this setting). While the two races are similar in many ways, Kobolds don't quite breed as quickly as the goblins do (Granted they are still laid in litters of eggs and grow to maturity in a matter of years, but the goblins have them beat here) so they have to make up the difference in numbers by having better equipment (via better mining and forging abilities), better individual fighters (Goblins being one of the few races that a kobold is on par with, if not stronger then. The fact that Kobolds actually -train- to fight properly is an added bonus) and better team tactics (Kobolds are naturally inclined to work together for survival and the good of the tribe, but they will also train with each other in order to work together as teams and increase their tunnel fighting abilities. Goblins do neither of these things).
Dwarves are another natural enemy, through to a much lesser extent then the greenskins. In the case of dwarves, the issue is more that they are both underground races that via for the same resources. Other races... well, relations with other races depends on what happens between them.
Heavy WIP! But I guess you all can have the first taste of my army roster. Still, I'm going to expand it a little more.
Kingdom of Elysweir
Overview
The Fallen Elves were once High elves. But cast out due to their standing on magical research and their position in the world. They believed that no path of magic should be hidden away out of fear or danger. Even Dark Magic exists for a reason, and the Fallen Elves believe that it has its place in this world. Fallen Elves also believe that they should rule the world. Even nature herself should bend for their awesome powers. When they were cast out they travelled from west to east until they found the wild lands of Elysweir. The people here were far away from modern cities or civilization the Elves were used to. While the Elves had but a small force, it was powerful, dangerous and substantial. The chieftain of the many human tribes one by one laid down arms in the face of their armored foes.
Now the elves rule supreme in the strange land that is Elysweir. Delving deeper in all kinds of magic. They are power hungry and beyond redemption. If you want the trust of the Fallen Elves, grant them power beyond belief.
Geography
The dark blue part
In the far east, you'll find the Sunrise coast and the infinite ocean. From here, inland you'll find the Great Flats. Plains stretching far and wide. Upon which humans farm and wild horses run for days on end. Recently, along the coast the Elves have set up a few cities. But generally, the coastline is dominated by long, beautiful beaches with the occasional fisher's community. In the north is the cold sea. Still favorable for fishing, but the coast here are generally cliffs with some rough beaches here and there. The cold sea is abundant of fish thus human fishers still live here. But the elves avoid this area. To the south is the Sunsoaked coast and the Midsea. Leading deeper inland. The Sunsoaked coast is also filled with beaches, but you'll find far less fishermen here. As there are far less fishes in the Midsea. Never the less the Sunsoaked coast is a favorite location of solitary Fallen Elf Lords. Whom build their mansion near the warm sands. In the middle of the land you'll find thick forests with the occassional small clearing. Some clearings are filled with hunter communities that have lived here for generations. Elves like to walk through the forest, so every now and then you'll find a cabin. Further west you find the natural barrier between the people of Elysweir and those beyond. The Dragonspine Mountains. There are a few passages. The most notable one now is Asreyan's Pass. Through which the elves past. Here Asreyans Ascension lays, a city in the mountains at the end of the pass. The main hold of the elves. Humans now flock around the cities and start mining the ores from the Dragonspine. Though sometimes this invokes the wrath of the dragons.
History
The Fallen Elves were named so when they were cast out from the High Elves homeland. But instead of taking shame in the name, they began to bear it proudly. For many years they trekked through the world, under the guidance of the all powerful Asreyan. Eventually they found the wild, untamed lands of Elysweir. Upon getting through the pass, the elves made a settlement and began to conquer the neighboring tribes. Some tried to fight, but the combination of the already conquered tribes and the pure might of the elves destroyed any army that dared oppose them. Once Elysweir was united, an age of peace began. Several generations of humans passed, and eventually they came to accept their Elven Lords. Who firmly established their dominion. Now they turned their gaze back west from which they came. Bent on conquering more as insult towards the High Elves.
Government
The Kingdom is ruled by a king, obviously. But still the first one. King Asuryan I. Ruler of the Fallen Elves and Humans of Elysweir.
Race Description
Years of power hunger have consumed the Fallen ones. Their eyes burn with every burning power but they are addicted to it. Fallen Ones keep their hair long in fashion of the High Elves. Their skin is paler than most other elves, and their hair tends to become black. Some, who practice the Dark Arts, look ever paler than they should be.
A major part of the Fallen Ones' culture is the act of ancestral worship. They believe that no god looked over them after they were cast out. But their dead ones keep vigil over them. Each Fallen Elf has a shrine to his or her ancestors and pray at it every night. Though at day they march with the dignity of a power hungry war mogul. For this is where they believe their powers are truely put to the test. In war.
Culture
The corpses of the dead have little dignity left to them. While burried in graveyards, many Fallen Elves who practice necromancy see no trouble with ressurecting the dead here. That said, necromancy is only allowed to be practiced with graveyards of battlefields. To keep the taint of Dark Magic off the land as much as possible. While they believe all magical arts should be explored, they do understand that some have consequences and plan accordingly.
The beasts have always served the Fallen Elves once they learned how to break their minds. Now these creatures of nature are loyal to their dead. Elves keep entire flocks and packs as pets, but have no quarrel with sending them out to ambush the enemy. These beasts of war are there for one of the most dangerous foes an Fallen Elf Lord may send upon rebels. As nothing will fend off these rows of hungry animals. Instilled with a bloodlust only rivaled by blood crazed predators.
Humans don't generally suffer under their rule as long as they do what they are told without too much complaining. Upon coming of age, each man is conscripted into the army. While often ill-trained, the elves allow the practice of bards within the army and Elysweir as a whole. So many younglings want to prove their ability in battle so one day a bard may sing a song about them. Of course, more veteran conscripts just want to come back alive. A special group of humans exist named the Elvensworn. They are elite among the humans and receive training from their Elven masters. Elvensworn are generally feared and a little bith loathed. But never the less their blind loyalty towards the Elves make them dangerously fanatic.
Elves will seldom march into battle themselves. But once they do, they are a vicious wind of power. Be it they wield bow, lance or sword, a Fallen Elf on the battlefield is dangerous beyond measure. As they have lived their early lives under the scruteny of their brethern. Only to be cast out and forced to survive an agonising trek across the world. Even in their peaceful times Fallen Elves often come together to duel and fight. Keeping their already formidable skills on edge. Much like humans, Fallen Elves belief there is glory in war.
Economy/Industry
WIP
Magic
WIP
[b]Name:[/b] What is the spell called? [b]Lore:[/b] What Lore (type) of magic is it? Fire, Storm, Beast, etc. Feel free to make up your own lore if you feel inclined. [b]Type:[/b] (Offensive, Support, AOE, Single Target, Debuff, Buff, etc) [b]Short Description:[/b] Tell us a little about your spell, enough to wrap our heads around it.
Military
Beasts
Name: Dragonhawk bloodhunt Type: Light - Flying Short Description: In the country of Elysweir the dragonhawks were the native apex predator. When the Fallen Elves arrived they bound dragonhawks to do their bidding. Mostly during hunts. They were surprisingly easy to dominate and quickly became the favorite creatures of any Fallen Elf Lord. Though, it was when they discovered the pure, unsateble bloodlust of the dragonhawks that the Elf Lords began to breed them for war. Larger dragonhawks were kept, while smaller ones were killed. Through magic they turned the solitary hunters into pack animals. Eventually the dragonhawks got as big as a child. Flying in large groups named bloodhunts over the battle field and their master. They were particularly effective against large groups of undefended and unarmored people. But in the air they make a prime target for archers. Tier: 1
Name: Shadowpack Type: Light Short Description: A shadowpack is a group of bloodthirsty shade wolves. These ancient predators mostly stay in the forests, but are not afraid to go after entire human caravans when hungry. They are inherently larger than their normal brethren. However, they are not mere stupid animals. They hunt in pack but lay ambushes and surprise their prey. Cornering it before it even knew it was in danger. Particular well dominated and trained Shadowpacks are able to clear half an enemy encampment in the cover of night. Though, as their name suggests, they are far less effective in daylight. Tier: 1
Humans
Name: Conscript Militia (Sword & shield) Type: Medium Short Description: When the Fallen Elves first entered Elysweir, locals were united in small hovel communities. Often with only a few families that have lived forever together. They stood no chance against the experienced, strong, professional might of the Fallen Elves. So they were quickly subjugated. Yet, the War Council saw that the brave and often foolish hearts of youngling humans could be bend towards better purpose than hating their occupier. Conscripts are sent into battle when Lords don’t want to waste money and good elves yet still want a more substantial army than Shadowpacks and Bloodhawks. It was found that those who had seen battle and lived to tell about it realized that rising up against their oppressors would become a bloody business. So many dare not to pick up arms. Families get the armor from their rulers though often it is expected that you inherit the armor of your father. Tier: 1
Name: Eastmen horseriders Type: Light - Large Short Description: In the east part of Elysweir plains stretch far and wide. An excellent place for breeding horses. The Eastmen of Elysweir pride themselves that they can break and tame any wild horse they come across. Though the Fallen Elves sees this “taming” as barbaric. Still the eastmen are both formidable riders as well as hardened men of the sea. They are far more proficient in fighting, as they have a long tradition of dueling. Eastmen cavalry is by far not the strongest out there. But it’s a start and a good one at that. Though for some reason they refuse to hold anything longer than their horse, like a lance or spear. They wield swords and shields and will never wear more than a few hides to protect themselves. They are, however, quite savage in battle. Tier: 2
Name: Hunters Type: Light Short Description: In the midlands of Elysweir large forests stretch far and wide. Filled with lethal predators as well as an abundance of prey. The humans living here since long mastered the art of the hunt. Capable of chasing deer unnoticed and more importantly: shoot an arrow accurately. Hunters are therefore often called on to as skirmishing units. Worth little in melee, these men and women of the forest know how to hit their mark. With their short bows they can shoot rather fast but the range is far shorter than the traditional elven longbow. Much like the Eastmen they refuse to wear anything but hides, but explained it better. As heavier armor would slow them down. Tier: 2
Name: Elvensworn bowmasters Elvensworn bowmasters Type: Medium Short Description: Squires are trained in all manner of combat. But few are strong and good enough to become Elvensworn Bowmasters. These elite men and women were deemed good enough to wield the fearsome Elven Longbow. With Moonsliver arrows they throw small shards of lethal projectiles in the air. Some say that a Elvensworn bowmaster could hit a deer in the eye from a mile away. If this is true or not, is so far unknown but all know that a volley of an Elvensworn bowmaster battalion is not favorable omen. Tier 3
Name: Elvensworn horsemasters Type: Heavy Short Description: Horsemasters are valiant humans that pledged their loyalty to the Fallen Elves with lance and horse. While they do not have access to the Windstrider horses of the elves, they were gifted by the Bloodrunner breed. Who mixed well with the Elsweir native horses. These horses are now as vicious as their master. Fearing little as they charge towards the enemy lines. Horsemasters clash themselves straight into the enemy and fully expect to cut through their enemy like a hot knife through butter. To hone their skills, Horsemasters often participate in tourneys. Tier: 3
Name: Elvensworn guardians Type: Heavy Short Description: Guardians are strangely the least chosen group upon ascension among the Elvensworn. They wield large square-shields with swords at their sides. Holding the line and cutting down foe after foe. Not even arrows can hit them, as their shields block most of the lethal projectiles. Domestically the Guardians are called upon as protectors of Elven ambassadors and envious. As well as sentinels for important elven buildings. Out on the battlefield Guardians use their shields to form a shieldwall, making it particularly hard for the enemy to break through. While giving the Bowmasters enough time to shoot down rows upon rows of enemies. Tier: 3
Elven
Name: Shadow walkers Type: Medium Short Description: Everywhere there is shadow. Temporary darkness. A hiding spot for those trained well enough to vanish in the dark. Shadow walkers were an elite caste of High Elven archers who disliked the traditional fighting style. Instead, Shadow walkers keep away from the main line of combat. Preferring to either lay ambushes or infiltrate fortresses in the cover of night. They are lethal archers and fair swordfighters. But as they are Fallen Elves, few in number and dislike to be in a battle they may lose. Shadow walkers are often accompanied by at least one Shadowpack. Tier: 4
Name: Fallen Elf coven Type: Light Short Description: For centuries the Arch-mages have gathered knowledge from tomes and books. They researched magic and its many ways. Recording every finding they could. But some disliked the strict rules set by the High Elves. Some verbally rebelled in their opinions and were cast out. The Fallen Elves their Arch-mages now rule the lands. Viciously proud and powerful, they corrupt Moonwells with their own blood. Thus instead of preserving a balance, they attempt to suck the wells empty for their own gain. A coven is a band of mages that banded together around an Arch-mage. They are commonly with only 7 in a coven at most. Covens use their magical ability to launch bolts of pure magical energy, much unlike the high lords' use of lores. Still, they are fearsome magical artillery. More so, if a Bloodwell is near. Tier: 4
Name: Phoenix Lords Type: Large - Flying Short Description: From the Dragonspine mountains often phoenixes flew down to hunt. Humans feared these mighty creatures, but the magical attuned elves managed to gracefully tame these creatures. Now they are their mighty steeds. Riding forward into the sky to rain fire and hell upon the enemy. A Phoenix Lord seated upon his phoenix is a terrible thing to behold. Elvensworn claim that whenever the sunset is burning bright red, a phoenix lord will aid them in battle. Less fanatic people refuse to believe this. But they cannot deny the claim that Phoenixes make for terrifying mounts. Tier: 4
Just a heads-up! A LOT of my army and stuff can still change! I got a feeling that my roster might get a little too extensive concidering I still want to add Ancestral units, some monstrous large units, some siege engines and last but not least, the elves themselves. (I might actually scratch one or two of these or the existing troops entirely).
Character Sheet up for GM's examination. If anyone else plans on using the Lore of Light or Lore of Life feel free to copy from mine.
Submitted for your approval sah!
The Sylvari
Overview
The Sylvari are a race of High-Elves that live in a region of vast mountains, heavy forests, mighty rivers and deep lakes. They are an immortal race that has long clung to their fortresses and cities as the world around them goes mad. They are allies of the traditional "Good races" such as Dwarves, Humans, and other Elves, while actively seeking to destroy the "Evil" races of the world, primarily the undead.
Out of Character: Militarily they will be very similar to the High Elves of Warhammer (Fantasy) simply since the uber-cool art already exists for use. Socially, who knows. Having never played an elf nation, and hated elves all through gaming, I am making this up as I go. Input and ideas are more than welcome.
Geography
The Sylvari have lived for thousands of years in a region of the world surrounded on all sides by towering mountain peaks. This natural barrier, reinforced by Elven magic, has created a place of safety and life for the High Elves. The mountains of the region are cut with many valleys, massive rivers, and great lakes that provide food and life to the Elves. There are numerous creatures that call the hills home as well, some of which have made their way into the High Elf army.
The Sylvari Capital of Aldirion lies to the west, nestled next The Lake of Stars as it flows down from the highest point of land and into the Lake Maerwen to its north. The Maerwen River flows through the city itself.
History
The Sylvari have been on the surface of the planet since the dawn of the world. They have seen the rise and fall of numerous empires and races. They have worked faithfully to protect the source of their power in the world, the great Moonwells. They seek to ensure that nature is kept in balance and actively seek to destroy anything that would undo that balance.
In the more recent years they have aligned themselves with the Dwarves and Humans as some of their own kind have turned to darker ways and fled to the East. These Fallen Elves are considered the greatest enemy known to the Sylvari. As a result, Sylvari forces actively seek out and destroy the Fallen wherever possible.
Government
The Sylvari are ruled jointly by Lord Tasiron and Lady Cirfainwen. Decisions affecting the Sylvari are made based on the advice of a council of elders and of course, by consulting the powerful magics the Elves rely on to protect and guide them.
The populace of the Sylvari are spread about the region in villages, towns, and, in some cases, small cities.
Race Description
The Sylvari are High Elves. They are an immortal humanoid race known for their beauty and grace, as well as their skill in many things. They generally stand over six feet in height, with fine hair, and pointed ears. There are of course exceptions to that description. They are slender in build but lethally fast and skilled with their weapons. Known to be magically powerful, the Sylvari draw their strength from Moonwells that can be found throughout the world, but are most common in their homeland.
Culture
The High Elves of Slyvari worship nature and all things that move within it. It is not uncommon for them to wander for days or evens week through the forests of their homeland. They do their best to minimize their impact upon the landscape and use their magic to build structures from the living earth itself. This lends visitors the unsettling feeling that whatever building their in is alive, because it is.
When it comes to day to day work and skills, Elves tend to be good at most, but master one completely. All can fight if called upon but the soldiers of the realm are lethal indeed. To attain mastery in an Elves chosen trade is to have reached the highest level of achievement.
The elven population is low as Elven females can only produce children once every hundred years. This may not seem so bad when you're immortal but during times of war it can cause a population crisis. As a result the Sylvari pride themselves in the arts of healing magic and work diligently to save whoever they can.
Economy/Industry
The Sylvari have found all they need within their borders to survive. Having said that, there are certainly higher grade items to be found in other regions of the world. Elven smiths, using materials mined by the Dwarves, smith some of the finest weapons and armour in the known world. Trade with their Dwarven allies is brisk in any manner of items.
Magic
The Lore of Light is an interesting mix of augment spells, with a couple of magic missiles and a hex for good measure. Exorcism, the Lore Attribute, makes the magic missiles more dangerous against Undead and Daemons, which is obviously highly situational – great if you happen to be facing these enemies, but otherwise useless. However, the magic missiles are probably not the reason you would choose the Lore anyway.
Name: Shem’s Burning Gaze Lore: Lore of Light Type: Offensive Short Description: It’s a basic, Flaming magic missile. Of course, if your target happens to be a Daemon or Undead unit, the damage you put out will be considerable.
Name: Pha’s Protection Lore: Lore of Light Type: Defensive Buff Short Description: A basic augment spell, making it more difficult for an enemy to hit the unit it has been cast upon.
Name: The Speed of Light Lore: Lore of Light Type: Offensive Buff Short Description: A higher level spell that grants greater speed to the unit it is cast upon, allowing them to strike faster than their enemy.
Name: Light of Battle Lore: Lore of Light Type: Offensive Buff Short Description: A higher level spell that renders a unit unbreakable. This means they will not retreat, which can both win a battle, or lead to the units destruction.
Name: Net of Amyntok Lore: Lore of Light Type: Offensive Spell Short Description: This spell renders an enemy unit unable to charge your own troops.
Name: Banishment Lore: Lore of Light Type: Offensive Spell Short Description: An upgraded magic missile that can banish demons or undead from the battlefield.
Name: Birona’s Timewarp Lore: Lore of Light Type: Offensive Spell Short Description: A top level spell that requires plenty of Mana but can not only make a unit faster, but stronger as well, thereby rendering a potential battle decidedly in the users favour.
The Lore of Life is largely defensive. It is the Lore of choice for mages who want to be able to influence a battle, with minimal risk.
Name: Lifebloom Lore: Lore of Life Type: Heal Short Description: A bubble spell that partially heals all units within range of the cast zone.
Name: Earth Blood Lore: Lore of Life Type: Regeneration Short Description: This spell allows the unit it is cast upon to slowly regenerate their health and wounds.
Name: Awakening of the Woods Lore: Lore of Life Type: Offensive Short Description: A decent long range r]magic missile.
Name: Flesh to Stone Lore: Lore of Life Type: Offensive Buff Short Description: When cast upon a unit or individual, this spell makes them tougher and less likely to take damage.
Name: Shield of Thrones Lore: Lore of Life Type: Defensive Buff Short Description: This spell provides a wall of thrones that assists a unit or individual in combat. Though not terribly powerful it can cause grievous damage is left unchecked by an enemy mage. .
Name: Regrowth Lore: Lore of Life Type: Resurrection Short Description: This spell allows a Mage to bring several units or individuals back to life should they have fallen in battle. Obviously, the larger the creature, the more draining the task is.
Name: The Dwellers Below Lore: Lore of Life Type: Offensive Short Description: A high level spell that drains the energy of its wielder drastically, but can win battles in a moment as, should it be successful, drags the target screaming into the earth and consumes them.
Name: Thrones of Vines Lore: Lore of Life Type: Mage Buff Short Description: This spell allows a Mage to call upon even more power than usual and therefore makes whatever other spells the user intends to cast that much more powerful. An example might be Regrowth. Should it be cast following a successful use of Thorne of Vines, a user might be able to resurrect twice as many slain comrades.
Military
The Sylvari Military is highly trained, well armed, but not in huge numbers. This often leads the enemy to underestimate their combat prowess.
Core Units
Name: Archer Type: Infantry (Ranged) Tier: Tier 2 Category: Light Short Description: Lightly armed but highly mobile, the Royal Archers are armed with longbows.
Name: SpearElf Type: Infantry (Melee) Tier: Tier 2 Category: Medium Short Description: Armed with medium armour, tower shields and carrying long spears and swords.
Name: Lothern Sea Guard Type: Infantry (Melee/Ranged) Tier: Tier 2 Category: Heavy Short Description: Armed with heavy armour, tower shields, long spears, bows and swords.
Name: Silver Helms Type: Infantry (Melee) Tier: Tier 3 Category: Heavy Short Description: Armed with heavy armour, and two handed axes.
Name: Rangers Type: Infantry (Melee/Ranged) Tier: Tier 3 Category: Light Short Description: Armed with light armour, these highly mobile soldiers operate in small groups and do hit and run work.
Speciality Units
Name: Swordmasters of Hoeth Type: Infantry (Melee) Tier: Tier 3 Category: Heavy Short Description: Wearing heavy armour and carrying two-handed swords imbued with regeneration charms, these are a true heavy hitting unit.
Name: Phoenix Guard Type: Infantry (Melee) Tier: Tier 4 Category: Heavy Short Description: Wearing heavy armour, carrying a longsword, and a tower shield. This unit is highly magical and the elite of the High Elf ground units.
Name: Sisters of Avelorn Type: Archer (Melee/Ranged) Tier: Tier 4 Category: Light Short Description: Wearing light armour, carrying a longbow, sword and dagger. This unit is highly magical and the elite ranged unit of the Sylvari.
Name: Elven Cavalry Type: Cavalry (Melee) Tier: Tier 3 Category: Heavy Short Description: Mounted on pure white horses, this unit carries lances, assorted hand weapons, and large shields.
Name: Eagle Lancer Type: Cavalry (Melee/Ranged/Air) Tier: Tier 3 Category: Heavy Short Description: Mounted on giant eagles, this unit carries lances, assorted hand weapons and bows.
Name: Dragon Guard Type: Cavalry (Melee/Ranged/Air) Tier: Tier 4 Category: Heavy Short Description: Mounted on dragons, this unit has some of the best soldiers in the High Elf army. They wield assorted hand weapons, lances and carry tower shields. The dragon of course uses it's own natural attributes like d]claws, teeth, and breath weapon.
Name: Bolt Thrower Type: Siege (Ranged) Tier: Tier 3 Category: Medium Short Description: The only siege weapon on the High Elf arsenal, this weapon is devastating against individual targets, both on land and in the air.
Name: Sylvari Mage Type: Mage (Ranged Magic) Tier: Tier 2-4 Category: Light Short Description: These mages are either well versed in the Lore of Life or the Lore of Light. They are poor melee fighters.
Hero Units
Name: Lord Tasiron Position: Ruler of Sylvari Mount: Star Dragon Powers: Lord Tasiron wears armour and carries weapon imbued with runes of regeneration, and fire damage. A powerful mage in his own right he also rides a Star Dragon, the most powerful creature known to the Elves, and very rare. The dragon of course uses it's own natural attributes like d]claws, teeth, and breath weapon. Short Bio/Personality: Lord Tasiron is well liked and supported by his people. He is a renowned military commander and fighter, rumoured to have killed thousands of enemy soldiers on his own.
Name: Lady Cirfainwen Position: Ruler of Sylvari Mount: Any creature within Sylvari Powers: Lady Cirfainwen wears no armour but her ability to manipulate the power of the Moon Wells is unparalleled. She is a shape shifter as well as the most powerful Mage in Sylvari. Short Bio/Personality: WIP
@ClocktowerEchosi think there ahould be more human nations. Because in no way do i beloeve that all of humanity works toghyer. Where to stupid for that XD
Just a heads-up! A LOT of my army and stuff can still change! I got a feeling that my roster might get a little too extensive concidering I still want to add Ancestral units, some monstrous large units, some siege engines and last but not least, the elves themselves. (I might actually scratch one or two of these or the existing troops entirely).
Oh yeah, that army size is going to be fucking massive. If you want my advice, drop the humans and try to streamline your roster and try not to have so many races. Don't need to cover all your grounds.
@ClocktowerEchosi think there ahould be more human nations. Because in no way do i beloeve that all of humanity works toghyer. Where to stupid for that XD
I'd love that myself but it seems like humans will just have to be NPCs or something. :\
@RisenDead A quick look over and you seem to be missing history.