Sovereigns and Factions: Difference between revisions
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*'''Wanderlust''' - Unlocks Quest Maps, Athican Leather Armor, the Fending Blade and the Athican Longsword. | *'''Wanderlust''' - Unlocks Quest Maps, Athican Leather Armor, the Fending Blade and the Athican Longsword. | ||
*'''Heroic''' - Completing a quest provides double the normal Experience. | *'''Heroic''' - Completing a quest provides double the normal Experience. | ||
'''Unit traits''': <br> | |||
*'''Altarian Blood''' - Altarian units gain +10% experience and the Rush ability.<br> | |||
*'''Train Henchman''' - Factions led by Altarian men can train Henchmen by researching the Heroes technology. | |||
}} | |||
{{SectionTemplate | |||
|h=h3 | |||
|title=Lord Relias | |||
|content= | |||
[[File:K Lord Relias Card.png|border|right]] | |||
Relias was orphaned when his clan's camp was set ablaze by wandering thieves. Finding a new home with a caring scholar, Relias focused his attention on the books that surrounded him. Those stories sent his mind racing between dreams of heroism and the harsh reality of the sword. | |||
'''Profession''': Adventurer<br> | |||
'''Magic Proficiencies'''<br> | |||
*Air Disciple | |||
*Fire Apprentice | |||
'''Traits'''<br> | |||
*'''Discipline''' - +1 Accuracy and Spell Resistance per Level. | |||
}} | |||
{{SectionTemplate | |||
|h=h3 | |||
|title=Shirayn | |||
|content= | |||
[[File:DLC05 Shirayn.png|border|right]] | |||
Her father was the chief of a great library. She grew up surrounded by stacks of musty tomes and old legends. While other children's bedtime stories were haunted with creatures like Rabisu and Cnotta, she heard the legends of Lord Avalan and his circlet. See dreamed of the marble palaces of Malaya and the red-haired queen Breon of the Nimmerians. | |||
It was this last dream that lingered most on her mind. Breon was an inspiration, a strong queen who led a kingdom, but there was more. A feeling that she was tied to this ancient queen, that she was destined to live, or die, as she had. | |||
'''Profession''': Adventurer<br> | |||
'''Magic Proficiencies'''<br> | |||
*Air Disciple | |||
*Water Disciple | |||
'''Traits'''<br> | |||
*'''Attunement''' - +2 Mana per Season | |||
*'''Vulnerable To Magic''' - -20% Spell Resistance | |||
}} | }} | ||
{{SectionTemplate | {{SectionTemplate | ||
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*'''Legacy of Serrane''' - Caravans are immune to attack. This also gives access to the Bazaar city improvement and the Warhorse, which boosts the riders attack. | *'''Legacy of Serrane''' - Caravans are immune to attack. This also gives access to the Bazaar city improvement and the Warhorse, which boosts the riders attack. | ||
*'''Lucky''' - All units have +25% to Dodge and +25% to Accuracy. | *'''Lucky''' - All units have +25% to Dodge and +25% to Accuracy. | ||
'''Unit trait''': <br> | |||
*'''Mancer Blood''' - Mancers gain +1 accuracy per level and have an additional +1 move. | |||
}} | |||
{{SectionTemplate | |||
|h=h3 | |||
|title=General Carrodus | |||
|content= | |||
[[File:K Carrodus Card 01.png|border|right]] | |||
Born somewhere in the Central Wastelands to parents he no longer remembers, Carrodus made his way to the city of Ruvenna as a youth. He worked as a pickpocket until he was old enough to be trained as a soldier in service to the Merchant-Lords of Surrane and Calder. He is a natural fighter and an inspiring leader of men. | |||
'''Profession''': General<br> | |||
'''Magic Proficiencies'''<br> | |||
*Life Apprentice | |||
*Air Apprentice | |||
'''Traits'''<br> | |||
*'''Tactician''' - +1 to the Army's Initiative. | |||
*'''Cautious''' - Grants the ability to escape (with remaining allies) from battle. | |||
}} | |||
{{SectionTemplate | |||
|h=h3 | |||
|title=Serrane | |||
|content= | |||
[[File:DLC05 Serrane.png|border|right]] | |||
In the years following the cataclysm, when the west was little more than roving barbarian hordes and the east was much worse, Walderon, the Duke of Ruvenna and last of the great merchant-lords marshalled the forces of his city and kept civilization from being extinguished. | |||
Serrane is descended from his line. Procipinee and her dainty daughter may claim magical inheritance, Markin's vast iron stores make him formidable, but the third age would be ruled by Darkling Shamans, Trog barbarians, and Quendar half-men if it wasn't for her people. | |||
Even now they forget the rules of civilization and launch short sided wars with each other for blood soaked fields which they hold just long enough to die upon. | |||
'''Profession''': Noble<br> | |||
'''Magic Proficiencies'''<br> | |||
*Air Disciple | |||
'''Traits'''<br> | |||
*'''Tactician''' - +1 to the Army's Initiative. | |||
*'''Wealthy''' - Start with an additional 400 Gildar, double the value when selling in shops. | |||
}} | }} | ||
{{SectionTemplate | {{SectionTemplate | ||
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*'''Great Hammers''' - Unlocks the War Club, which has a higher attack against Men and Fallen, the Battle Hammer, which has a higher attack than a Warhammer, and the Sledge, a Maul with higher attack. | *'''Great Hammers''' - Unlocks the War Club, which has a higher attack against Men and Fallen, the Battle Hammer, which has a higher attack than a Warhammer, and the Sledge, a Maul with higher attack. | ||
*'''Light Plate''' - This faction crafts Light Plate Mail instead of Chainmail with the Armor technology. Light Plate has better defense but is heavier than Chainmail. | *'''Light Plate''' - This faction crafts Light Plate Mail instead of Chainmail with the Armor technology. Light Plate has better defense but is heavier than Chainmail. | ||
'''Unit trait''': <br> | |||
*'''Ironeer Blood''' - Ironeers gain +1 Hit Point per Level and +30 to Spell Resistance, but tactical spells cost 50% more mana to cast. Unlocks the Guarded Strike Ability. | |||
*'''Train Golems''' - Ironeers can train Iron Golems with the Blacksmithing technology. Iron Golems are powerful defenders, able to withstand lots of damage before being destroyed. | |||
}} | |||
{{SectionTemplate | |||
|h=h3 | |||
|title=Lord Markin | |||
|content= | |||
[[File:K Markinn Card 01.png|border|right]] | |||
Born in the shadow of the Skarps, raised by miners turned subsistence farmers, Enil Markinn was the catalyst behind the rebirth of the Miners Guild. He was also the first among their number to actively seek out trade for their ore in the cities surrounding Lake Zabril. | |||
'''Profession''': Armorer<br> | |||
'''Magic Proficiencies'''<br> | |||
*Earth Disciple | |||
*Life Apprentice | |||
'''Traits'''<br> | |||
*'''Hardy''' - +1 Hit Point per Level and immune to poison | |||
}} | |||
{{SectionTemplate | |||
|h=h3 | |||
|title=Sanjo | |||
|content= | |||
[[File:DLC05 Sanjo.png|border|right]] | |||
The jungles south of Lake Zabril are a world apart from Anthys. All of the horrors mentioned in the book of Moriah are true, but Sanjo walked unafraid through the jungles depths. When the venomous ator bit her, it shriveled and died. When the drothanda hunted it avoided her camp, and when the infected river made the drinkers eyes bleed and bodies rot she was unaffected as everyone around her died. | |||
She was briefly the queen of a dead city, both cursed and blessed, until Enil Markin's trade ships sailed into the cities port. Agreeing to leave the city behind she helped him load his ships and followed him to Tan-takreet. As Sanjo sailed away she saw Zad-Zabril for the last time as night closed on the ruined city, and the drothanda moved in from the jungle to claim the bodies. | |||
'''Profession''': Noble<br> | |||
'''Magic Proficiencies'''<br> | |||
*Earth Disciple | |||
*Death Apprentice | |||
}} | }} | ||
{{SectionTemplate | {{SectionTemplate | ||
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'''Faction traits'''<br> | '''Faction traits'''<br> | ||
*'''The Decalon | *'''The Decalon''' | ||
**Unlocks Tomes which allow the reader to learn Air, Earth, Fire and Water magic. | **Unlocks Tomes which allow the reader to learn Air, Earth, Fire and Water magic. | ||
**Unlocks Arcane Monolith, a spell which places an outpost. | **Unlocks Arcane Monolith, a spell which places an outpost. | ||
*'''Enchanters''' - Unlocks the Sindarian Staff, which gives additional Dodge, and the Leht Staff, which fires lightning. | *'''Enchanters''' - Unlocks the Sindarian Staff, which gives additional Dodge, and the Leht Staff, which fires lightning. | ||
'''Unit trait''': <br> | |||
*'''Amarian Blood''' - Amarians gain +1 Initiative per air shard, +1 Spell Mastery per fire shard, +1 Spell Resistance per water shard and +1 Hit Point per earth shard. Unlocks the Soul Spark ability. | |||
}} | |||
{{SectionTemplate | |||
|h=h3 | |||
|title=Queen Procipinee | |||
|content= | |||
[[File:K Lady Procipinee Card 01.png|border|right]] | |||
Daughter of Amarian III, Queen Procipinee of New Pariden remains the greatest channeler of the New Age. Her powers have been instrumental in restoring life to the shattered lands surrounding her capital city, and in keeping that city safe from monsters and wicked men alike. | |||
'''Profession''': Summoner<br> | |||
'''Magic Proficiencies'''<br> | |||
*Air Apprentice | |||
*Life Apprentice | |||
*Water Apprentice | |||
'''Traits'''<br> | |||
*'''Weak''' - -2 Attack | |||
}} | |||
{{SectionTemplate | |||
|h=h3 | |||
|title=Magesta | |||
|content= | |||
[[File:DLC05 Magesta.png|border|right]] | |||
Magesta's mother is Queen Procipinee, an archmage, and each time she channeled the power of the shards that magic ran through her daughter as well. Before she could breathe air she felt magic. Before she ate or drank she dreamt of adumbral worlds and listened to the song of the shards. | |||
She refused to be a timid princess, she marched with soldiers and reviewed war plans even though many scoff that the battlefield is no place for a woman. But they do not understand the power that she holds as natural as her beating heart. Magesta does not command the shards as other channelers do, she is their child, and the power of Elemental is her birthright. | |||
'''Profession''': Scholar<br> | |||
'''Magic Proficiencies'''<br> | |||
*Water Disciple | |||
*Air Apprentice | |||
'''Traits'''<br> | |||
*'''Brilliant''' - +10% Experience, +2 Spell Mastery per level | |||
*'''Lifeblood''' - Casting a spell heals this unit 5 points. | |||
*'''Weak''' - -2 Attack | |||
}} | }} | ||
{{SectionTemplate | {{SectionTemplate | ||
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*'''Masterwork Chainmail''' - This faction crafts Masterwork Chainmail instead of Plate Mail armor at the Heavy Armor technology. Masterwork Chainmail has a lower defense but is lighter and cheaper to craft than Plate Mail. | *'''Masterwork Chainmail''' - This faction crafts Masterwork Chainmail instead of Plate Mail armor at the Heavy Armor technology. Masterwork Chainmail has a lower defense but is lighter and cheaper to craft than Plate Mail. | ||
*'''Rebels''' - +10% Unrest | *'''Rebels''' - +10% Unrest | ||
'''Unit trait''': <br> | |||
*'''Tarth Blood''' - Tarthan units gain +3 Attack and Initiative when in an army of 3 units or less. Can use the skill Double Strike. | |||
}} | |||
{{SectionTemplate | |||
|h=h3 | |||
|title=Lady Irane | |||
|content= | |||
[[File:K Lady Irane Card 01.png|border|right]] | |||
This warrior-queen is the only child of the great Gladiator Tarth, for whom the country she now leads was named. Irane is, in many ways, her father's physical twin. She has the same features and is, in full armor, virtually the same size. Her entire life was spent living in his shadow; his presence, and absence, shaped her every action. | |||
'''Profession''': Hunter<br> | |||
'''Magic Proficiencies'''<br> | |||
*Air Disciple | |||
*Life Apprentice | |||
}} | |||
{{SectionTemplate | |||
|h=h3 | |||
|title=General Tarth | |||
|content= | |||
[[File:DLC05 Tarth.png|border|right]] | |||
He was once a revolutionary, marching beside Carrodus to overthrow the corrupt Council of Lords. He was a warrior and general, a husband and father. He freed men from tyranny, until the day he was ordered to enslave the rebels south of the Gandru. | |||
He has done worse. He murdered the children of Council members to secure Carrodus's claim, he took from farmers to feed his soldiers, he was a tyrant. But this was too much. He freed the rebels and refused Carrodus command, and for that he was enslaved instead. | |||
He fought for seven years in Capitar's arena before leading a second uprising. Now he leads the revolution and has the opportunity to make up for past mistakes. | |||
'''Profession''': General<br> | |||
'''Traits'''<br> | |||
*'''Might''' - +3 Attack | |||
*'''Discipline''' - +1 Accuracy and Spell Resistance per Level | |||
*'''Tactician''' - +1 to the Army's Initiative. | |||
*'''Hardy''' - +1 Hit Point per Level and immune to poison | |||
}} | }} | ||
{{SectionTemplate | {{SectionTemplate | ||
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The Empires recognize that the transition from life to death contains the greatest of magic. They remain disgusted by the Kingdoms who leech life from the world as if they were parasites of life itself. | The Empires recognize that the transition from life to death contains the greatest of magic. They remain disgusted by the Kingdoms who leech life from the world as if they were parasites of life itself. | ||
}} | |||
{{SectionTemplate | |||
|h=h2 | |||
|title=Empire of the Dead | |||
|content= | |||
[[File:Dead Crest 01.png|border|right]] | |||
The world of Elemental is littered with the bones of fallen armies. Men brutally killed in the Tarth rebellion, feet of packed bone fragments in the slave pits of Magnar, the lost remains of Relias's expedition to the east, and many long forgotten. The only constant in the history of Elemental is the rise and tragic fall of living kingdoms. Now the dead have returned to stop that cycle, and found an immortal empire upon the world. | |||
'''Faction traits'''<br> | |||
*'''Undead''' - The dead have no use for food. They cannot use grain tile yields or build farms. Instead they must build Catacombs and Necropolis to house their cities population. Razing a city transfers that city's population to the capital. When men or fallen are defeated in combat they are transferred as population to nearest city. | |||
*'''Gravetouched''' | |||
**Unlocks Elegy, a spell that does 3 damage per level to all adjacent enemies. | |||
**Unlocks Feed, a spell that does 3 damage to an adjacent ally and heals the caster 12. | |||
**Unlocks Morrigan's Call, a spell that grants +1 Growth per Death Shard in the enchanted city. | |||
**Unlocks Haunted Army, a strategic spell that raises an undead army that will serve you for 3 seasons. | |||
'''Unit trait''': <br> | |||
*'''Undead''' | |||
**Unit takes no damage from Poison | |||
**Unit never suffers a Critical attack | |||
**Terror - Target adjacent enemy loses their next action, unless they resist | |||
**Immune to Fear | |||
}} | |||
{{SectionTemplate | |||
|h=h3 | |||
|title=Morrigan the Risen | |||
|content= | |||
[[File:DLC04 Morrigan.png|border|255px|right]] | |||
Once known as Morrigan the Damned. She sealed herself within the buried city of Calebethon, and toiled as each light went out. As the darkness crept through Calebethon there was a rising tide of screams and madness. It would be unjust to say that the citizens became as animals, because animals were never so cruel or afraid. | |||
Eventually the darkness claimed those voices too, and the city settled to the gentle sounds of ragged breath and the drip of blood, flesh and filth. When the last light of Calebethon finally went out she could only hear echoes of the once great city in the darkness. She has no memories of those last, horrible days. | |||
When she awoke and walked through the streets of ancient Calebethon, and where she walked the long dead citizens of the city rose to follow. | |||
'''Profession''': Summoner<br> | |||
'''Magic Proficiencies'''<br> | |||
*Death Disciple | |||
'''Traits'''<br> | |||
*'''Attunement''' - +2 Mana per Season | |||
*'''Brilliant''' - +10% Experience, +2 Spell Mastery per level | |||
*'''Weak''' - -2 Attack | |||
}} | }} | ||
{{SectionTemplate | {{SectionTemplate | ||
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**Units defending cities get +10% per city level to Defense. | **Units defending cities get +10% per city level to Defense. | ||
*'''Betrayers''' - Unlocks Broken Loyalties, a spell that converts a city to your cause. | *'''Betrayers''' - Unlocks Broken Loyalties, a spell that converts a city to your cause. | ||
'''Unit trait''': <br> | |||
*'''Krax Blood''' - Krax gain +10 to Defense when below 50% Hit Points, and the ability to Fortify tiles in tactical combat. | |||
}} | |||
{{SectionTemplate | |||
|h=h3 | |||
|title=Emperor Karavox | |||
|content= | |||
[[File:F Emperor Karavox Card 01.png|border|right]] | |||
Karavox claims lineage from Warlord Kraxis, slayer of Emperor Amarian. None are certain of which race, man or Fallen, he was truly born. What is certain is that he is no ordinary being, but rather a channeler of surpassing abilities. With his magics he razed the great palace at Goyarh Hedigah, such is his might. | |||
'''Profession''': Diplomat<br> | |||
'''Magic Proficiencies'''<br> | |||
*Fire Disciple | |||
*Water Apprentice | |||
'''Traits'''<br> | |||
*'''Wealthy''' - Start with an additional 400 Gildar, double the value when selling in shops. | |||
}} | |||
{{SectionTemplate | |||
|h=h3 | |||
|title=Madame Dhana | |||
|content= | |||
[[File:DLC05 Dhana.png|border|right]] | |||
Many women who hate men have a reason for it, abusive fathers, cruel husbands, or lecherous older men that used them. But Dhana hates them for their weakness, their shallow understanding of motivation, their blindness to manipulation and deception. | |||
Dhana's third husband taught her the final lesson in dealing with men. Up until then she had pretended, schemed, and deceived, important skills honed over the first two marriages. But for the third she stopped pretending and began running his estate yourself. Each time he complained she cut off a small part of his flesh. | |||
That was when she became a queen. Dhana already knew she could coax men into battle, but now she could command them. Before they would give her anything, now they would give her everything. | |||
'''Profession''': Diplomat<br> | |||
'''Magic Proficiencies'''<br> | |||
*Water Apprentice | |||
*Fire Apprentice | |||
'''Traits'''<br> | |||
*'''Misandry''' - +20 To Critical Hit chance vs Male opponents | |||
}} | }} | ||
{{SectionTemplate | {{SectionTemplate | ||
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**Unlocks Consume, a spell that destroys a shard in your territory to gain 200 mana. | **Unlocks Consume, a spell that destroys a shard in your territory to gain 200 mana. | ||
*'''Masterwork Chainmail''' - This faction crafts Masterwork Chainmail instead of Plate Mail armor at the Heavy Armor technology. Masterwork Chainmail has a lower defense but is lighter and cheaper to craft than Plate Mail. | *'''Masterwork Chainmail''' - This faction crafts Masterwork Chainmail instead of Plate Mail armor at the Heavy Armor technology. Masterwork Chainmail has a lower defense but is lighter and cheaper to craft than Plate Mail. | ||
'''Unit trait''': <br> | |||
*'''Quender Blood''' - Quender units gain +50% Fire Resistance at the cost of -50% Cold Resistance. Unlocks the Flame Tongue ability. | |||
*'''Train Slaves''' - Quendar can train Slaves. Slaves don’t have wages and cost less labor to produce but are weaker than normal units. | |||
}} | |||
{{SectionTemplate | |||
|h=h3 | |||
|title=Magnar | |||
|content= | |||
[[File:F Magnar Card 01.png|border|right]] | |||
Magnar is Fallen, ancient beyond reckoning. He is said to be descended of the first Magnar, who was the first of the Fallen created by the Dread Lord, thousands of years in the past. He rules over the city of Imperium and knows the secrets of the Dread Lord. | |||
'''Profession''': Warlock<br> | |||
'''Magic Proficiencies'''<br> | |||
*Death Apprentice | |||
*Fire Disciple | |||
'''Traits'''<br> | |||
*'''Brilliant''' - +10% Experience, +2 Spell Mastery per level | |||
}} | |||
{{SectionTemplate | |||
|h=h3 | |||
|title=Asha Furnaceborn | |||
|content= | |||
[[File:DLC05 Asha.png|border|right]] | |||
Quendar legends tell of those that are unharmed by even the hottest fires. These individuals, if they exist, are said to be sacred. Rumors spread that Asha was one of these. The candles and campfires that she was tested against failed to harm her. Until the day Magnar came to her small village. He was irritated or threatened by the rumors and required a more demanding test, that she be thrown into a volcano to test her gift. | |||
Though Asha tried to escape, her family dragged her to the volcano's edge and, as Magnar watched, they threw her in. While they expected her to rise uninjured from the lava, she was burned alive. Her screams echoed across the mountain and Magnar had her family thrown in with her for their lies. Three days later Asha rose from the lava, still burning, and walked back to her village. They immediately fell before her. | |||
'''Profession''': Warlock<br> | |||
'''Magic Proficiencies'''<br> | |||
*Fire Disciple | |||
'''Traits'''<br> | |||
*'''Attunement''' - +2 Mana per Season | |||
}} | }} | ||
{{SectionTemplate | {{SectionTemplate | ||
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*'''Binding''' - This faction gains Burning Wraiths, Crow Demons, Mirror Elementals, Cyndrum Demons and Grave Elementals from shard shrines. | *'''Binding''' - This faction gains Burning Wraiths, Crow Demons, Mirror Elementals, Cyndrum Demons and Grave Elementals from shard shrines. | ||
*'''Cult of a Hundred Eyes''' - This faction can train Widows, Harridans and Hoarder spiders in their cities. | *'''Cult of a Hundred Eyes''' - This faction can train Widows, Harridans and Hoarder spiders in their cities. | ||
*'''No Armor''' - This faction can't craft any armor beyond Leather. Champions are still able to use armor they find.< | *'''No Armor''' - This faction can't craft any armor beyond Leather. Champions are still able to use armor they find. | ||
'''Unit trait''': <br> | |||
*'''Wraith Blood''' - Wraiths have +20 dodge, and -1 Hit Point per level. Unlocks Wraith Touch. | |||
}} | |||
{{SectionTemplate | |||
|h=h3 | |||
|title=Oracle Ceresa | |||
|content= | |||
[[File:F Ceresa Card 01.png|border|right]] | |||
In the Temple of Destiny, in the center of once-great Cyndrum, the Oracle Ceresa can be found, wisest amongst the Fallen. She speaks for the last of the titans, the Dread Lord Talax. The oracle performs magics of the highest difficulty and pronounces prophecies for her people and those who seek her council. | |||
'''Profession''': Summoner<br> | |||
'''Magic Proficiencies'''<br> | |||
*Death Disciple | |||
*Water Apprentice | |||
'''Traits'''<br> | |||
*'''Attunement''' - +2 Mana per Season | |||
*'''Sovereign Bond''' - Grants the ability to summon a familiar that can cast all the spells the sovereign can | |||
*'''Scarred''' - The unit heals at 1 point per season regardless of level | |||
}} | |||
{{SectionTemplate | |||
|h=h3 | |||
|title=Renge the Aphotic | |||
|content= | |||
[[File:DLC05 Renge.png|border|right]] | |||
Back when Markin was only a guild leader and Umber was little more than scattered tribes, Renge fought in the Ruvenna arenas. He was their monster, and they brought him out to finish the gladiators close to claiming their freedom, much to the feigned shock and jeers of the crowd. | |||
General Tarth was the last competitor he faced in the arena, and the first to truly challenge him. They fought in the blood-soaked sand until Tarth looked up exhausted and asked, "Why do we fight each other when we hate them more?" | |||
They both turned on their captors, and cut through arena guards and fans alike. They hunted him for months, but he fled to the east and when he came across a small wraith village they worshipped him as a god. A title Renge gladly accepted. | |||
'''Profession''': Beastlord<br> | |||
'''Magic Proficiencies'''<br> | |||
*Death Apprentice | |||
*Earth Apprentice | |||
'''Traits'''<br> | |||
*'''Hardy''' - +1 Hit Point per Level and immune to poison | |||
*'''Vulnerable To Magic''' - -20% Spell Resistance | |||
}} | }} | ||
{{SectionTemplate | {{SectionTemplate | ||
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*'''Warriors''' - Faction starts with the Training technology, allowing them to construct Barracks. | *'''Warriors''' - Faction starts with the Training technology, allowing them to construct Barracks. | ||
*'''Masterwork Chainmail''' - This faction crafts Masterwork Chainmail instead of Plate Mail armor at the Heavy Armor technology. Masterwork Chainmail has a lower defense but is lighter and cheaper to craft than Plate Mail. | *'''Masterwork Chainmail''' - This faction crafts Masterwork Chainmail instead of Plate Mail armor at the Heavy Armor technology. Masterwork Chainmail has a lower defense but is lighter and cheaper to craft than Plate Mail. | ||
'''Unit trait''': <br> | |||
*'''Urxen Blood''' - Urxen units gain +2 attack when in armies with more than 5 units in them. They also receive double the normal swarm bonus. | |||
}} | |||
{{SectionTemplate | |||
|h=h3 | |||
|title=Kulan | |||
|content= | |||
[[File:F Kul-al-Kulan Card 01.png|border|right]] | |||
Kulan is the leader of a great Fallen empire that survived the Cataclysm, and a channeler of dark magics. Some say that he is neither Man or Fallen but a hybrid. And some go further and say that he was not born but spawned by Morrigan the Damned, within the caverns of lost Calebethon. | |||
'''Profession''': Beastlord<br> | |||
'''Magic Proficiencies'''<br> | |||
*Death Apprentice | |||
*Air Disciple | |||
'''Traits'''<br> | |||
*'''Might''' - +3 Attack | |||
*'''Discipline''' - +1 Accuracy and Spell Resistance per Level | |||
*'''Cruel''' - +1 to Attack, +5 Unrest in all cities | |||
}} | |||
{{SectionTemplate | |||
|h=h3 | |||
|title=Moria, Queen of Gandru | |||
|content= | |||
[[File:DLC05 Moria.png|border|right]] | |||
In the beginning they mockingly called her a queen. They laughed at her claims that she would survive through the raids and banditry that are common between Umber tribes, and that she would provide for those that followed her. But she persevered, her scouts kept her group ahead of the raids, and she never allowed a betrayal to go unpunished. They say the Gandru's salty taste comes from the blood of those she has drowned in the lake's brackish water. | |||
Moria's real gift comes from scouring the areas that have already been picked over by others. She discovered the Tear of Kir-Tion in the Scoriac Ruins. Though she couldn't defeat the Teliost clan in battle she found their food reserves while they were raiding her camp. Without them they turned quickly on each other, a few days later they were submerged in the Gandru. | |||
'''Profession''': Bandit Lord<br> | |||
'''Magic Proficiencies'''<br> | |||
*Death Apprentice | |||
*Water Disciple | |||
'''Traits'''<br> | |||
*'''Treasure Hunter''' - 5% chance to find better items from goodie huts | |||
}} | }} | ||
{{SectionTemplate | {{SectionTemplate | ||
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*'''Axe Mastery''' - Unlocks dual wield version of all the axes. | *'''Axe Mastery''' - Unlocks dual wield version of all the axes. | ||
*'''No Ranged Weapons''' - This faction's armies can't use ranged weapons like bows and magical staves. Champions are still able to use the ranged weapons they find. | *'''No Ranged Weapons''' - This faction's armies can't use ranged weapons like bows and magical staves. Champions are still able to use the ranged weapons they find. | ||
'''Unit trait''': <br> | |||
*'''Trog Blood''' - Trogs have +20 Weight Capacity and can Berserk in combat, providing an attack bonus at the cost of health. | |||
*'''Train Juggernaut''' - Trogs can train Juggernauts with the Juggernaut technology. Juggernauts are powerful attackers and inflict splash damage on surrounding allies and enemies. | |||
}} | |||
{{SectionTemplate | |||
|h=h3 | |||
|title=Warlord Verga | |||
|content= | |||
[[File:F Verga Card 01.png|border|right]] | |||
Verga is the most fearsome of all Fallen in the East. He stands as a full 10 feet high, carries a pair of axes that he can butcher an ox with in a few minutes. It takes less time to do the same to a man. His might is prodigious, as is his skill with weaponry. His fighters are trained as well, and obey his orders without question. | |||
'''Profession''': Warlord<br> | |||
'''Magic Proficiencies'''<br> | |||
*Death Apprentice | |||
*Earth Apprentice | |||
'''Traits'''<br> | |||
*'''Hardy''' - +1 Hit Point per Level and immune to poison | |||
}} | |||
{{SectionTemplate | |||
|h=h3 | |||
|title=Verga Reborn | |||
|content= | |||
[[File:DLC05 Verga.png|border|right]] | |||
Though Verga was formidable, he was not unstoppable. Capitar warriors cut him down, though it took nearly eight of them to do so, and half did not survive the battle. For days Verga swam in that grey area between life and death, his blood mixed with the earth of the battlefield, and he battled with the ghosts of warlords long dead. | |||
But even death lost its battle with Verga and under an eclipsed moon he awoke and dragged himself forward. He is no longer the man he once was, death shadows him and whatever slight mirth he may have once held has been left at that broken battlefield. | |||
'''Profession''': Warlord<br> | |||
'''Magic Proficiencies'''<br> | |||
*Death Disciple | |||
'''Traits'''<br> | |||
*'''Hardy''' - +1 Hit Point per Level and immune to poison | |||
*'''Might''' - +3 Attack | |||
}} | }} | ||
Latest revision as of 14:49, 15 February 2022
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Kingdoms of Men
To understand the Kingdoms one must remember Amarian the Great. Amarian was arguably the most powerful channeler since Hosten.
Amarian was instrumental in the downfall of the Titans. He was the undisputed king of all mortal men of Elemental. Unfortunately, he would not live to see the kingdom of men reborn but instead died in battle at the Henge as chronicled by Ezmir the Scribe.
It was, for a time, believed that his gifted daughter, Procipinee, would, as heir, inherit the throne of all men. But such was not to be. Instead, we are left with four different factions that strive to be the leader of mortal men of Elemental.
Kingdom of Altar
The people of Altar belong to no one race, no one creed. Miners and scholars alike stand in their councils; peasants and soldiers stand shoulder-to-shoulder in their armies. All value accomplishment, not pedigree. They led the so-called ‘Nobles Revolt’ against Queen Procipinee of New Pariden, in the name of the one overriding cause they have in common; freedom. Freedom for themselves, and all of Elemental.
Faction traits
- Wanderlust - Unlocks Quest Maps, Athican Leather Armor, the Fending Blade and the Athican Longsword.
- Heroic - Completing a quest provides double the normal Experience.
Unit traits:
- Altarian Blood - Altarian units gain +10% experience and the Rush ability.
- Train Henchman - Factions led by Altarian men can train Henchmen by researching the Heroes technology.
Lord Relias
Relias was orphaned when his clan's camp was set ablaze by wandering thieves. Finding a new home with a caring scholar, Relias focused his attention on the books that surrounded him. Those stories sent his mind racing between dreams of heroism and the harsh reality of the sword.
Profession: Adventurer
Magic Proficiencies
- Air Disciple
- Fire Apprentice
Traits
- Discipline - +1 Accuracy and Spell Resistance per Level.
Shirayn
Her father was the chief of a great library. She grew up surrounded by stacks of musty tomes and old legends. While other children's bedtime stories were haunted with creatures like Rabisu and Cnotta, she heard the legends of Lord Avalan and his circlet. See dreamed of the marble palaces of Malaya and the red-haired queen Breon of the Nimmerians.
It was this last dream that lingered most on her mind. Breon was an inspiration, a strong queen who led a kingdom, but there was more. A feeling that she was tied to this ancient queen, that she was destined to live, or die, as she had.
Profession: Adventurer
Magic Proficiencies
- Air Disciple
- Water Disciple
Traits
- Attunement - +2 Mana per Season
- Vulnerable To Magic - -20% Spell Resistance
Kingdom of Capitar
The people of Capitar are the descendants of the great trading houses of old - the LaMord, the Serrano, the Ruvennese - the merchants and traders of the old kingdoms. They have a strong distaste for empires, and kings who rule by fiat, for in the time that was, the time before the cataclysm, they made their own wealth, and created great prosperity for those who were loyal to them.
Faction traits
- Civics - This faction starts with the Civics technology, which allows them to Produce Wealth and construct Inns and Bell Towers.
- Legacy of Serrane - Caravans are immune to attack. This also gives access to the Bazaar city improvement and the Warhorse, which boosts the riders attack.
- Lucky - All units have +25% to Dodge and +25% to Accuracy.
Unit trait:
- Mancer Blood - Mancers gain +1 accuracy per level and have an additional +1 move.
General Carrodus
Born somewhere in the Central Wastelands to parents he no longer remembers, Carrodus made his way to the city of Ruvenna as a youth. He worked as a pickpocket until he was old enough to be trained as a soldier in service to the Merchant-Lords of Surrane and Calder. He is a natural fighter and an inspiring leader of men.
Profession: General
Magic Proficiencies
- Life Apprentice
- Air Apprentice
Traits
- Tactician - +1 to the Army's Initiative.
- Cautious - Grants the ability to escape (with remaining allies) from battle.
Serrane
In the years following the cataclysm, when the west was little more than roving barbarian hordes and the east was much worse, Walderon, the Duke of Ruvenna and last of the great merchant-lords marshalled the forces of his city and kept civilization from being extinguished.
Serrane is descended from his line. Procipinee and her dainty daughter may claim magical inheritance, Markin's vast iron stores make him formidable, but the third age would be ruled by Darkling Shamans, Trog barbarians, and Quendar half-men if it wasn't for her people.
Even now they forget the rules of civilization and launch short sided wars with each other for blood soaked fields which they hold just long enough to die upon.
Profession: Noble
Magic Proficiencies
- Air Disciple
Traits
- Tactician - +1 to the Army's Initiative.
- Wealthy - Start with an additional 400 Gildar, double the value when selling in shops.
Kingdom of Gilden
The people of Gilden are the “Ironeers”: descendants of the Iron Tribes who were the first to master the art of shaping metal. In the days of the Magi clans, the Aivernach forged the swords of mastery, legendary weapons still prized by Man and Fallen alike. In those isolated pockets of civilization reclaimed from the wilderness, a skilled few still toil in the ancient crafts their forebearers mastered. They seek a leader to help them reclaim the land... and their pride.
Faction traits
- Master Smiths - Armor and weapons cost half the normal production. Upgrading units is half the cost. It also unlocks the Golem Shield, a massive tower shield which is as impenetrable as it is heavy.
- Great Hammers - Unlocks the War Club, which has a higher attack against Men and Fallen, the Battle Hammer, which has a higher attack than a Warhammer, and the Sledge, a Maul with higher attack.
- Light Plate - This faction crafts Light Plate Mail instead of Chainmail with the Armor technology. Light Plate has better defense but is heavier than Chainmail.
Unit trait:
- Ironeer Blood - Ironeers gain +1 Hit Point per Level and +30 to Spell Resistance, but tactical spells cost 50% more mana to cast. Unlocks the Guarded Strike Ability.
- Train Golems - Ironeers can train Iron Golems with the Blacksmithing technology. Iron Golems are powerful defenders, able to withstand lots of damage before being destroyed.
Lord Markin
Born in the shadow of the Skarps, raised by miners turned subsistence farmers, Enil Markinn was the catalyst behind the rebirth of the Miners Guild. He was also the first among their number to actively seek out trade for their ore in the cities surrounding Lake Zabril.
Profession: Armorer
Magic Proficiencies
- Earth Disciple
- Life Apprentice
Traits
- Hardy - +1 Hit Point per Level and immune to poison
Sanjo
The jungles south of Lake Zabril are a world apart from Anthys. All of the horrors mentioned in the book of Moriah are true, but Sanjo walked unafraid through the jungles depths. When the venomous ator bit her, it shriveled and died. When the drothanda hunted it avoided her camp, and when the infected river made the drinkers eyes bleed and bodies rot she was unaffected as everyone around her died.
She was briefly the queen of a dead city, both cursed and blessed, until Enil Markin's trade ships sailed into the cities port. Agreeing to leave the city behind she helped him load his ships and followed him to Tan-takreet. As Sanjo sailed away she saw Zad-Zabril for the last time as night closed on the ruined city, and the drothanda moved in from the jungle to claim the bodies.
Profession: Noble
Magic Proficiencies
- Earth Disciple
- Death Apprentice
Kingdom of Pariden
The people of Pariden see themselves as the last hope of mankind in a world gradually consumed by darkness and disorder. They are inheritors of the Decalon, the great books carried west by Ezmir the Scribe, now contained in the library in New Pariden. They see Queen Procipinee as the heir to the throne of Amarian III, who led the Great Army of the West into battle against the Titan Curgen. Other kingdoms are, at best, rebels, and at worst, traitors.
Faction traits
- The Decalon
- Unlocks Tomes which allow the reader to learn Air, Earth, Fire and Water magic.
- Unlocks Arcane Monolith, a spell which places an outpost.
- Enchanters - Unlocks the Sindarian Staff, which gives additional Dodge, and the Leht Staff, which fires lightning.
Unit trait:
- Amarian Blood - Amarians gain +1 Initiative per air shard, +1 Spell Mastery per fire shard, +1 Spell Resistance per water shard and +1 Hit Point per earth shard. Unlocks the Soul Spark ability.
Queen Procipinee
Daughter of Amarian III, Queen Procipinee of New Pariden remains the greatest channeler of the New Age. Her powers have been instrumental in restoring life to the shattered lands surrounding her capital city, and in keeping that city safe from monsters and wicked men alike.
Profession: Summoner
Magic Proficiencies
- Air Apprentice
- Life Apprentice
- Water Apprentice
Traits
- Weak - -2 Attack
Magesta
Magesta's mother is Queen Procipinee, an archmage, and each time she channeled the power of the shards that magic ran through her daughter as well. Before she could breathe air she felt magic. Before she ate or drank she dreamt of adumbral worlds and listened to the song of the shards.
She refused to be a timid princess, she marched with soldiers and reviewed war plans even though many scoff that the battlefield is no place for a woman. But they do not understand the power that she holds as natural as her beating heart. Magesta does not command the shards as other channelers do, she is their child, and the power of Elemental is her birthright.
Profession: Scholar
Magic Proficiencies
- Water Disciple
- Air Apprentice
Traits
- Brilliant - +10% Experience, +2 Spell Mastery per level
- Lifeblood - Casting a spell heals this unit 5 points.
- Weak - -2 Attack
Kingdom of Tarth
The people of Tarth are warriors, gladiators and slaves who rebelled against their masters, the merchant lords of Capitar. A century of being treated as little more than playthings has left these former slaves with a burning desire to use their strength in pursuit of revenge, rather than more constructive purposes. Lady Irane is teaching them the virtues of discipline, and order.
Faction traits
- Master Scouts - No Movement penalty in Forests, Swamps, Hills, or Rivers.
- Stealth - Monsters won't attack this player's units.
- Archers - Grants access to a unique set of bows that don't require metal and have a higher initiative and attack than the bows they replace.Additionally, the Ram's Horn Longbow ignores 50% of the victim's defense.
- Masterwork Chainmail - This faction crafts Masterwork Chainmail instead of Plate Mail armor at the Heavy Armor technology. Masterwork Chainmail has a lower defense but is lighter and cheaper to craft than Plate Mail.
- Rebels - +10% Unrest
Unit trait:
- Tarth Blood - Tarthan units gain +3 Attack and Initiative when in an army of 3 units or less. Can use the skill Double Strike.
Lady Irane
This warrior-queen is the only child of the great Gladiator Tarth, for whom the country she now leads was named. Irane is, in many ways, her father's physical twin. She has the same features and is, in full armor, virtually the same size. Her entire life was spent living in his shadow; his presence, and absence, shaped her every action.
Profession: Hunter
Magic Proficiencies
- Air Disciple
- Life Apprentice
General Tarth
He was once a revolutionary, marching beside Carrodus to overthrow the corrupt Council of Lords. He was a warrior and general, a husband and father. He freed men from tyranny, until the day he was ordered to enslave the rebels south of the Gandru.
He has done worse. He murdered the children of Council members to secure Carrodus's claim, he took from farmers to feed his soldiers, he was a tyrant. But this was too much. He freed the rebels and refused Carrodus command, and for that he was enslaved instead.
He fought for seven years in Capitar's arena before leading a second uprising. Now he leads the revolution and has the opportunity to make up for past mistakes.
Profession: General
Traits
- Might - +3 Attack
- Discipline - +1 Accuracy and Spell Resistance per Level
- Tactician - +1 to the Army's Initiative.
- Hardy - +1 Hit Point per Level and immune to poison
Empires of the Fallen
The Titans are gone, but not their ideology. The Empires have only contempt for the Kingdoms who squabble amongst themselves over whether leadership should be hereditary or through some kind of vote. The mightiest should rule. The weaker should follow. How could it possibly be any other way?
The Empires recognize that the transition from life to death contains the greatest of magic. They remain disgusted by the Kingdoms who leech life from the world as if they were parasites of life itself.
Empire of the Dead
The world of Elemental is littered with the bones of fallen armies. Men brutally killed in the Tarth rebellion, feet of packed bone fragments in the slave pits of Magnar, the lost remains of Relias's expedition to the east, and many long forgotten. The only constant in the history of Elemental is the rise and tragic fall of living kingdoms. Now the dead have returned to stop that cycle, and found an immortal empire upon the world.
Faction traits
- Undead - The dead have no use for food. They cannot use grain tile yields or build farms. Instead they must build Catacombs and Necropolis to house their cities population. Razing a city transfers that city's population to the capital. When men or fallen are defeated in combat they are transferred as population to nearest city.
- Gravetouched
- Unlocks Elegy, a spell that does 3 damage per level to all adjacent enemies.
- Unlocks Feed, a spell that does 3 damage to an adjacent ally and heals the caster 12.
- Unlocks Morrigan's Call, a spell that grants +1 Growth per Death Shard in the enchanted city.
- Unlocks Haunted Army, a strategic spell that raises an undead army that will serve you for 3 seasons.
Unit trait:
- Undead
- Unit takes no damage from Poison
- Unit never suffers a Critical attack
- Terror - Target adjacent enemy loses their next action, unless they resist
- Immune to Fear
Morrigan the Risen
Once known as Morrigan the Damned. She sealed herself within the buried city of Calebethon, and toiled as each light went out. As the darkness crept through Calebethon there was a rising tide of screams and madness. It would be unjust to say that the citizens became as animals, because animals were never so cruel or afraid.
Eventually the darkness claimed those voices too, and the city settled to the gentle sounds of ragged breath and the drip of blood, flesh and filth. When the last light of Calebethon finally went out she could only hear echoes of the once great city in the darkness. She has no memories of those last, horrible days.
When she awoke and walked through the streets of ancient Calebethon, and where she walked the long dead citizens of the city rose to follow.
Profession: Summoner
Magic Proficiencies
- Death Disciple
Traits
- Attunement - +2 Mana per Season
- Brilliant - +10% Experience, +2 Spell Mastery per level
- Weak - -2 Attack
Empire of Kraxis
Those who call the people of Kraxis traitors are fools. The Krax are survivors - men and women who were trapped in the East when the continent split. As the savage remnants of Curgen’s armies ravaged the land, the Krax stood tall and steadfast, remaining united to resist the Fallen. Now that those same Fallen tribes have begun to form empires, it is only sense to make alliance with them... for they are neighbors, and the kingdoms of the West are a world away.
Faction traits
- Defensive
- Unlocks the Bronze Shield and one handed spears.
- Units defending cities get +10% per city level to Accuracy.
- Units defending cities get +10% per city level to Defense.
- Betrayers - Unlocks Broken Loyalties, a spell that converts a city to your cause.
Unit trait:
- Krax Blood - Krax gain +10 to Defense when below 50% Hit Points, and the ability to Fortify tiles in tactical combat.
Emperor Karavox
Karavox claims lineage from Warlord Kraxis, slayer of Emperor Amarian. None are certain of which race, man or Fallen, he was truly born. What is certain is that he is no ordinary being, but rather a channeler of surpassing abilities. With his magics he razed the great palace at Goyarh Hedigah, such is his might.
Profession: Diplomat
Magic Proficiencies
- Fire Disciple
- Water Apprentice
Traits
- Wealthy - Start with an additional 400 Gildar, double the value when selling in shops.
Madame Dhana
Many women who hate men have a reason for it, abusive fathers, cruel husbands, or lecherous older men that used them. But Dhana hates them for their weakness, their shallow understanding of motivation, their blindness to manipulation and deception.
Dhana's third husband taught her the final lesson in dealing with men. Up until then she had pretended, schemed, and deceived, important skills honed over the first two marriages. But for the third she stopped pretending and began running his estate yourself. Each time he complained she cut off a small part of his flesh.
That was when she became a queen. Dhana already knew she could coax men into battle, but now she could command them. Before they would give her anything, now they would give her everything.
Profession: Diplomat
Magic Proficiencies
- Water Apprentice
- Fire Apprentice
Traits
- Misandry - +20 To Critical Hit chance vs Male opponents
Empire of Magnar
The people of Magnar are the greatest soldiers of the former Imperium. Shaped thousands of years ago by Curgen’s magics to serve as his personal bodyguard and to command his armies, their loyalty to him is inbred. Their loyalty to power, though, is learned - the Emperor who can lead them to glory will have both their respect, and their allegiance.
Faction traits
- Slave Lord - Razing a city transfers half that city's population to your capital. When men or fallen are defeated in combat they are transferred as population to your nearest city.
- Flesh Bound Tome
- Unlocks Cull the Weak, a spell that sacrifices an ally to regain mana and health.
- Unlocks Death Lash, a spell that boosts an allies attack and initiative but kills them at the end of combat.
- Unlocks Candlecloak, a spell that does fire damage to anyone who strikes your units with a melee attack.
- Unlocks Consume, a spell that destroys a shard in your territory to gain 200 mana.
- Masterwork Chainmail - This faction crafts Masterwork Chainmail instead of Plate Mail armor at the Heavy Armor technology. Masterwork Chainmail has a lower defense but is lighter and cheaper to craft than Plate Mail.
Unit trait:
- Quender Blood - Quender units gain +50% Fire Resistance at the cost of -50% Cold Resistance. Unlocks the Flame Tongue ability.
- Train Slaves - Quendar can train Slaves. Slaves don’t have wages and cost less labor to produce but are weaker than normal units.
Magnar
Magnar is Fallen, ancient beyond reckoning. He is said to be descended of the first Magnar, who was the first of the Fallen created by the Dread Lord, thousands of years in the past. He rules over the city of Imperium and knows the secrets of the Dread Lord.
Profession: Warlock
Magic Proficiencies
- Death Apprentice
- Fire Disciple
Traits
- Brilliant - +10% Experience, +2 Spell Mastery per level
Asha Furnaceborn
Quendar legends tell of those that are unharmed by even the hottest fires. These individuals, if they exist, are said to be sacred. Rumors spread that Asha was one of these. The candles and campfires that she was tested against failed to harm her. Until the day Magnar came to her small village. He was irritated or threatened by the rumors and required a more demanding test, that she be thrown into a volcano to test her gift.
Though Asha tried to escape, her family dragged her to the volcano's edge and, as Magnar watched, they threw her in. While they expected her to rise uninjured from the lava, she was burned alive. Her screams echoed across the mountain and Magnar had her family thrown in with her for their lies. Three days later Asha rose from the lava, still burning, and walked back to her village. They immediately fell before her.
Profession: Warlock
Magic Proficiencies
- Fire Disciple
Traits
- Attunement - +2 Mana per Season
Empire of Resoln
The people of Resoln are called Wraiths by some, monsters by others. They are neither Man nor Fallen, but creatures of dark sorcery and magic, transformed by the spell that gave Ceresa power. They are bound to her by that spell, a bond that cannot be broken by even the most powerful of enchanters
Faction traits
- Adepts - Faction starts with the Shard Harvesting technology, which allows them to construct Shard Altars. The player also starts with an additional 40 Mana.
- Death Worship
- Unlocks Dirge of Ceresa, a Sovereign only spell that does poison damage to all enemies each turn.
- Unlocks Graveseal, a spell that causes the victim to suffer critical hits from all attacks.
- Unlocks Corruption, a spell that converts a shard you control into a death shard.
- Unlocks Infection, a spell that causes all negative spells on a unit to spread to all its allies.
- Binding - This faction gains Burning Wraiths, Crow Demons, Mirror Elementals, Cyndrum Demons and Grave Elementals from shard shrines.
- Cult of a Hundred Eyes - This faction can train Widows, Harridans and Hoarder spiders in their cities.
- No Armor - This faction can't craft any armor beyond Leather. Champions are still able to use armor they find.
Unit trait:
- Wraith Blood - Wraiths have +20 dodge, and -1 Hit Point per level. Unlocks Wraith Touch.
Oracle Ceresa
In the Temple of Destiny, in the center of once-great Cyndrum, the Oracle Ceresa can be found, wisest amongst the Fallen. She speaks for the last of the titans, the Dread Lord Talax. The oracle performs magics of the highest difficulty and pronounces prophecies for her people and those who seek her council.
Profession: Summoner
Magic Proficiencies
- Death Disciple
- Water Apprentice
Traits
- Attunement - +2 Mana per Season
- Sovereign Bond - Grants the ability to summon a familiar that can cast all the spells the sovereign can
- Scarred - The unit heals at 1 point per season regardless of level
Renge the Aphotic
Back when Markin was only a guild leader and Umber was little more than scattered tribes, Renge fought in the Ruvenna arenas. He was their monster, and they brought him out to finish the gladiators close to claiming their freedom, much to the feigned shock and jeers of the crowd.
General Tarth was the last competitor he faced in the arena, and the first to truly challenge him. They fought in the blood-soaked sand until Tarth looked up exhausted and asked, "Why do we fight each other when we hate them more?"
They both turned on their captors, and cut through arena guards and fans alike. They hunted him for months, but he fled to the east and when he came across a small wraith village they worshipped him as a god. A title Renge gladly accepted.
Profession: Beastlord
Magic Proficiencies
- Death Apprentice
- Earth Apprentice
Traits
- Hardy - +1 Hit Point per Level and immune to poison
- Vulnerable To Magic - -20% Spell Resistance
Empire of Umber
The Urxen are the first and most numerous of all Fallen tribes. There are many who believe that the great migrations of the Urxen tribes in the last millennium - their journey north, their shift in loyalties from Curgen to Illosa, the Lady Umber - was the single most important factor in the Emperor’s downfall.
Faction traits
- Assassin's Tools - Unlocks the Poison Vial accessory (which adds poison damage to the wielder's attack) as well as the Skath Claw (a Broadsword with higher attack and initiative) and the Scimitar (a Longsword with the backswing ability).
- Master Scouts - No Movement penalty in Forests, Swamps, Hills, or Rivers.
- Warriors - Faction starts with the Training technology, allowing them to construct Barracks.
- Masterwork Chainmail - This faction crafts Masterwork Chainmail instead of Plate Mail armor at the Heavy Armor technology. Masterwork Chainmail has a lower defense but is lighter and cheaper to craft than Plate Mail.
Unit trait:
- Urxen Blood - Urxen units gain +2 attack when in armies with more than 5 units in them. They also receive double the normal swarm bonus.
Kulan
Kulan is the leader of a great Fallen empire that survived the Cataclysm, and a channeler of dark magics. Some say that he is neither Man or Fallen but a hybrid. And some go further and say that he was not born but spawned by Morrigan the Damned, within the caverns of lost Calebethon.
Profession: Beastlord
Magic Proficiencies
- Death Apprentice
- Air Disciple
Traits
- Might - +3 Attack
- Discipline - +1 Accuracy and Spell Resistance per Level
- Cruel - +1 to Attack, +5 Unrest in all cities
Moria, Queen of Gandru
In the beginning they mockingly called her a queen. They laughed at her claims that she would survive through the raids and banditry that are common between Umber tribes, and that she would provide for those that followed her. But she persevered, her scouts kept her group ahead of the raids, and she never allowed a betrayal to go unpunished. They say the Gandru's salty taste comes from the blood of those she has drowned in the lake's brackish water.
Moria's real gift comes from scouring the areas that have already been picked over by others. She discovered the Tear of Kir-Tion in the Scoriac Ruins. Though she couldn't defeat the Teliost clan in battle she found their food reserves while they were raiding her camp. Without them they turned quickly on each other, a few days later they were submerged in the Gandru.
Profession: Bandit Lord
Magic Proficiencies
- Death Apprentice
- Water Disciple
Traits
- Treasure Hunter - 5% chance to find better items from goodie huts
Empire of Yithril
The people of Yithril are those who the armies of mankind called Trogs, a name said to have come from the first of their kind, D’rog, who slew the last descendant of Ereog in the great battle at Engar’s Plain. The Trogs, or D’rog, are warriors, violence and butchery is to them what milk and honey are to other races.
Faction traits
- Warriors - Faction starts with the Training technology, allowing them to construct Barracks.
- Warrior Caste - Trained Units start off at 2nd Level.
- Tough - All units get +10% Hit Points.
- Axe Mastery - Unlocks dual wield version of all the axes.
- No Ranged Weapons - This faction's armies can't use ranged weapons like bows and magical staves. Champions are still able to use the ranged weapons they find.
Unit trait:
- Trog Blood - Trogs have +20 Weight Capacity and can Berserk in combat, providing an attack bonus at the cost of health.
- Train Juggernaut - Trogs can train Juggernauts with the Juggernaut technology. Juggernauts are powerful attackers and inflict splash damage on surrounding allies and enemies.
Warlord Verga
Verga is the most fearsome of all Fallen in the East. He stands as a full 10 feet high, carries a pair of axes that he can butcher an ox with in a few minutes. It takes less time to do the same to a man. His might is prodigious, as is his skill with weaponry. His fighters are trained as well, and obey his orders without question.
Profession: Warlord
Magic Proficiencies
- Death Apprentice
- Earth Apprentice
Traits
- Hardy - +1 Hit Point per Level and immune to poison
Verga Reborn
Though Verga was formidable, he was not unstoppable. Capitar warriors cut him down, though it took nearly eight of them to do so, and half did not survive the battle. For days Verga swam in that grey area between life and death, his blood mixed with the earth of the battlefield, and he battled with the ghosts of warlords long dead.
But even death lost its battle with Verga and under an eclipsed moon he awoke and dragged himself forward. He is no longer the man he once was, death shadows him and whatever slight mirth he may have once held has been left at that broken battlefield.
Profession: Warlord
Magic Proficiencies
- Death Disciple
Traits
- Hardy - +1 Hit Point per Level and immune to poison
- Might - +3 Attack