Megaman ZX Fantasy Battle (Megaman ZX and Warhammer Fantasy Battle)

Race Introduction 10: Dwarfs
Dwarfs:

The Dwarfs, also called the "Elder Race," (or the Dawi as they call themselves) are one of the oldest and proudest intelligent races of Mallus, with a great wealth of history and power that stretches back to time immemorial. They once held an empire which stretched from Norsca in the north to the jungles in the south, and from Mount Silverspear in the east to the Grey Mountains in the west.

Stranded in a new strange world in a region the locals call "Central Asia", they are forced to start anew in this new planet. But they will not give up easily, for a dwarf never breaks. As for whoever dared to strand the Dawi in this new world, their name, though unknown, as been written in the Great Book of Grudges. And vengeance shall come to them.

-Lords of the New Karaks:

Thorgrim Grudgebearer: Thorgrim Grudgebearer is the current High King of the Dwarfs and the ruler of New Karaz-a-Karak. He is a throwback to the High Kings of old — eager for new conquests, mighty in battle, and a merciless enemy. Yet upon his worn brow, there also sits great wisdom, and he is able to uphold the ancient traditions as well as to accept, if not embrace these needed changes, such as alliances and new technology. Thorgrim is forever brooding upon how to return his people to their former glory. As the ultimate ruler of the Dwarfs, the "Dammaz Kron" or the "Great Book of Grudges" is entrusted into his honourable keeping.

https://static.wikia.nocookie.net/w...horgrim.jpg/revision/latest?cb=20200530145407

Ungrim Ironfist: Ungrim Ironfist, the Slayer King of New Karak Kadrin, is the last of the line of the Slayer Kings that have ruled the keep since his ancestor, king Baragor. Armed with the enormous Axe of Dargo, Ungrim deals woe and death to his enemies, carving a path of red ruin before him while singing songs of old in a booming voice. Atop his head is a bright orange crest that rises above a sturdy horned helmet set with a golden crown. For Ungrim is both a Slayer and a King, more than likely the last of the line of Slayer Kings of Karak Kadrin.

https://static.wikia.nocookie.net/w...er_King.PNG/revision/latest?cb=20140801154253

Belegar Ironhammer: Belegar Ironhammer, known by his followers as the True King of Karak Eight Peaks, is the current leader of the Angrund clan and the direct descendant of King Lunn, the last Dwarf to rule Karak Eight Peaks before its fall. Since that time, Belegar has dedicated his life to reclaiming Karak Eight Peaks. He proclaimed himself King and fortified his position, encamping his forces into the wreckage of the once-mighty surface structures of Karak Eight Peaks. Once stranded in this new world, he declared himself King of New Karak Eight Peaks, but he aims at the original hold, and by the ancestors he will regain it.

https://static.wikia.nocookie.net/w...Belegar.png/revision/latest?cb=20160521112536

Grombrindal: Grombrindal is a legendary dwarf that mysteriously appears when the battle goes badly for the side of the dwarfs and turns the table and give them victory and then disappears to be seen in another battle to guarantee the victory for the race of the dwarfs. It is theorised and revealed in the end times that he is the spirit of High King Snorri.

https://static.wikia.nocookie.net/w...e_Dwarf.jpg/revision/latest?cb=20161231045405

Thorek Ironbrow: Thorek Ironbrow is a Runelord like unto those of legend. In the best of his moods, he is fiercely irate and a living terror to his apprentices in the weapons shops of Karak Azul, where he has ruled for centuries on end. A traditionalist in every sense, Thorek cannot abide new technology, and takes every opportunity to speak his mind on 'new inventions'. Fortunately, he lends not just his council, but also his strong arm to Thorgrim Grudgebearer. Like his High King, Thorek too longs to reclaim the Dwarf Empire of old, but he also has a personal quest — he seeks lost relics of the ancient days. For this reason, Thorek is extremely active and can be found aiding throngs from many different clans and holds.

https://static.wikia.nocookie.net/w...tration.jpg/revision/latest?cb=20200424205542

Josef Bugman: Josef Bugman is the most legendary Master Brewer of all time. This is really saying something, for Dwarfs take their ale seriously, and there are many famous brews and renowned brewers, yet still, the name of Bugman stands as a paragon of quality. A member of the Dragonback Clan, after the fall of Ekrund, Josef's relatives set up a stout brewhouse in the foothills of the Grey Mountains. A moderate success, the brewery took off after Josef took over, with triumphs like Bugman's XXXXXX and the notorious Troll Brew. Set at the height of his ales' growing popularity, disaster struck. While returning from a delivery, Bugman arrived at his brewery to find it a smouldering ruin.

https://static.wikia.nocookie.net/w...tration.jpg/revision/latest?cb=20160422145720

Grimm Burloksson: Grimm Burloksson is the youngest Dwarf to pass the many rituals required to be named a Master Engineer. As the son of the Guildmaster Burlok Damminsson, it was always expected that he would follow in his father's footsteps. Even as a beardling, Grimm exhibited all the signs of a skilled inventor; when other aspirants were still learning basic principles, he had already constructed a self-lighting pipe, a steam-powered beard-braider and a double-barrelled rifle that could kill a half-dozen greenskins with one shot.

https://static.wikia.nocookie.net/w...tration.jpg/revision/latest?cb=20160421211556

Kazador: King Kazador Thunderhorn of the royal Clan Donarkhun is the legendary King of New Karak Azul, a magnificent Dwarf Hold which purpose is for expansions in the south.

https://static.wikia.nocookie.net/w...kazador.png/revision/latest?cb=20140805142750

Kragg the Grim: Kragg the Grim is perhaps the oldest Dwarf in the world, known far and wide as one of the best and wisest Runelords that ever existed. Creator of the Master Rune, Kragg has since settled down and currently resides in the ancient capital of Karaz-a-Karak.

https://static.wikia.nocookie.net/w...rim_Art.jpg/revision/latest?cb=20170727011127

Burlok Damminsson: Burlok Damminson is the Guildmaster of the Dwarf Engineers Guild, the leader and most important Dwarf in the entire Guild.

https://static.wikia.nocookie.net/w...mminson.jpg/revision/latest?cb=20170221185309

Alrik Ranulfsson: Alrik is the current King of New Karak Hirn, and a heavy traditionalist even by Dwarf standards. King Alrik doesn't allow his armies to include more Thunderers than Quarrellers.

https://static.wikia.nocookie.net/w...f_alrik.jpg/revision/latest?cb=20140805122936

Garagrim Ironfist: Garagrim Ironfist was the only son of Ungrim Ironfist, Slayer King of Karak Kadrin. He became the War-mourner of the Slayer Keep.

https://static.wikia.nocookie.net/w...tration.jpg/revision/latest?cb=20200423152843

Byrrnoth Grundadrakk: Byrrnoth Grundadrakk is the King of the Dwarfen stronghold of New Barak Varr.

https://static.wikia.nocookie.net/w...7_pg_47.png/revision/latest?cb=20200404174719

Durzak Dragonback: Although a relatively young dwarf, Durzak Dragonback held the position of Warden of the Brewery, meaning it was he who guarded it while Josef Bugman was away.

https://static.wikia.nocookie.net/w...gonback.jpg/revision/latest?cb=20180815055437

Brok Stonefist: Brok Stonefist was a mighty warrior who led the armies of Karak Azgal into battle countless times during the War of the Beard.

https://static.wikia.nocookie.net/w...onefist.png/revision/latest?cb=20200324130737

Crazed Khargrim: Crazed Khargrim was a powerful and dangerous Dwarf Daemon Slayer driven mad by his imprisonment by the High Elves during the War of the Beard.

https://static.wikia.nocookie.net/w...18A1C0.jpeg/revision/latest?cb=20200912150253

Malakai Makaisson: Malakai Makaisson is an infamous Dwarf Slayer-Engineer and companion of Gotrek and Felix.

https://static.wikia.nocookie.net/w...Malakai.png/revision/latest?cb=20190420183325

Helgar Longplaits: Helgar Longplaits is the Dwarf Queen of New Krag Bryn and a descendant of Bronn the Bold.

https://static.wikia.nocookie.net/w...elga-2-.jpg/revision/latest?cb=20120801093407

Snorri Nosebiter: Snorri Nosebiter is one of Gotrek Gurnisson's closest and oldest friends.

https://static.wikia.nocookie.net/w...ter_Art.jpg/revision/latest?cb=20170910040729

-Lords/Heroes:

Dwarf Lord: Dwarf Lords are those Thanes who have been promoted to lead a dwarf throng into battle as the supreme commander. When a Dwarf King sends an army to defeat the enemies of the dwarf race, defend his hold, or to send missions and expeditions, the King appoints several clans and their extended families to answer the call of battle. Among the Thanes of every clan who were given the task, they will appoint one of their number to be the helm. Each of these dwarfs must not only be a capable warrior but also a leader, a tactician, credible, and have the longest beard outside of the greybeards. The lord's level of equipment depends on his clan's standing; wealthy clan thanes wear suits of gromril Armour, the strongest Armour known to dwarf kind, and use powerful rune weapons, while poorer clan thanes use iron armour and a potent rune weapon. Most dwarf throngs are led by those from the royal clan, related to the king, these dwarfs hold the actual title of "lord" but Thanes more often than not will become or rather take the role of "lord" if need be.

>Cost: 800

>Health: 3669

>Leadership: 75

>Speed: 58

>Melee attack: 45

>Melee defence: 60

>Weapon Damage: 280

>Armour-Piercing Damage: 140

>Armour: 87, 67%

https://static.wikia.nocookie.net/w...rf_Lord.PNG/revision/latest?cb=20150809051748

Runelord: Revered by their holds, the Runelords are the greatest of all the Runesmiths. As custodians of ancient lore, they are naturally suspicious and jealously guard the secrets and rituals of their hammercraft. On the battlefield, Runelords dampen and channel the magic of their foes, rending it harmless. They alone have the ability to forge magical items using powerful runes – a skill passed on to a worthy relation, or taken to the grave.

>Cost: 800

>Health: 3940

>Leadership: 75

>Speed: 58

>Melee attack: 40

>Melee defence: 45

>Weapon Damage: 240

>Armour-Piercing Damage: 100

>Armour: 87, 67%

https://static.wikia.nocookie.net/w...unelord.jpg/revision/latest?cb=20161121024837

Dwarf Master Engineer: These Dwarfs are some of the highest-ranking members of the Engineers Guild who are tasked by the Guild's leaders to help a Dwarf throng to battle by means of repairing and directing batteries of artillery. These Dwarfs are expert tacticians, inventors, and doughty warriors in their own right, and while they are used more in the creation of complex fortifications or designing new mines, these Dwarfs are more than capable of fighting in the front lines.

>Cost: 1000

>Health: 2931

>Leadership: 72

>Speed: 58

>Melee attack: 38

>Melee defence: 30

>Weapon Damage: 60

>Armour-Piercing Damage: 220

>Missile Damage: 60

>Armour Piercing Missile Damage: 180

>Range: 180

>Armour: 87, 67%

https://static.wikia.nocookie.net/w...ngineer.png/revision/latest?cb=20160827025100

Runesmith: Runesmiths are the closest thing Dwarfs have to magic users in their culture. Runesmiths learn the ancient crafts of working metal and magic into Runes of power. The oldest and most respected of them are the Runemasters. The Runesmiths are members of the Guild of Runesmiths, which is said to have its origins in the days of the Ancestor God Grungni. The Guild claims descent from his son Morgrim, and it is for this reason they sometimes refer to themselves as the "Clan of Morgrim", though they are not the only clan who claim descent from the mighty god. All Runesmiths are kin, although the relation is often somewhat remote. Each family hands down its craft through the generations. When a Runesmith feels that the time is right, he will take one of his young relatives as an apprentice, teaching him all he knows about the art of Rune making. However, Runesmiths are so protective of their knowledge that many of them fail to find a worthy successor, and end up taking their art with them to the grave. The Guild of Runesmiths has great respect in their society. At the very least a Runesmith will have endured hundreds of years of harsh tutelage from their masters, and older Runemsiths will have centuries of runecraft and gathering of lost secrets reflected in the length of their beards and their tough, cantankerous demeanour.

>Cost: 1000

>Health: 2931

>Leadership: 70

>Speed: 58

>Melee attack: 40

>Melee defence: 32

>Weapon Damage: 230

>Armour-Piercing Damage: 90

>Armour: 87, 67%

https://static.wikia.nocookie.net/w...nesmith.png/revision/latest?cb=20151220173404

Thane: Thanes are the patriarchs of a dwarf clan. In times of war, Thanes lead their clan to battle in every dwarf army. In a dwarf throng, thanes will lead their forces to victory by advising the Lord (also a fellow thane) what course of action to take, although the final battlefield decision will fall to the lord. Thanes fight at the front of their clan leading his friends and family behind him. Some clans have their own personal heraldry and colours and these will be carried by Thanes as battle standards of their clan.

>Cost: 1000

>Health: 3126

>Leadership: 70

>Speed: 58

>Melee attack: 45

>Melee defence: 54

>Weapon Damage: 250

>Armour-Piercing Damage: 125

>Armour: 87, 67%

https://static.wikia.nocookie.net/w...f_Thane.PNG/revision/latest?cb=20150916203636

-Dwarf Infantry: Dwarfs are not known from their speed or numbers, which they lack, but they do not break. Assaulting a Dwarf position is like punching a mountain, although the main difference is that a mountain, eventually, will fall.

Dwarf Miners: When a Dwarf hold goes to war, many mining clans will send their warriors to battle. As a gesture of pride in their profession, they will tend to carry picks rather than axes, but such is their skill with them that this is no disadvantage. There are many benefits to having such troops in an army, notably, they can use their skills to tunnel beneath the enemy and gain the advantage of surprise. Equipped with deadly explosives, these Dwarfs can be devastating when fighting a formation of enemy troops.

>Cost: 325

>Health: 76

>Leadership: 68

>Speed: 58

>Melee attack: 18

>Melee defence: 18

>Weapon Damage: 5

>Armour-Piercing Damage: 17

>Armour: 60%

https://static.wikia.nocookie.net/w...f_Miner.PNG/revision/latest?cb=20150810193219

Dwarf Warriors: Warriors will form the backbone of every Dwarf clan and every throng in every engagement. These uncompromising warriors hail from one of the many clans within a Hold, which consist mostly of youths barely a hundred years of age. When in combat, these warriors will form within a regiment of the same Clan and are often put at the very front of the fighting. Determined and arrogant in equal measure, Dwarf warriors make the most steadfast of fighters in the Old World.

>Cost: 200

>Health: 78

>Leadership: 70

>Speed: 58

>Melee attack: 22

>Melee defence: 40

>Weapon Damage: 21

>Armour-Piercing Damage: 7

>Armour: 63,75 %

https://static.wikia.nocookie.net/w...Warrior.PNG/revision/latest?cb=20150709011642

Longbeards: A Dwarf Longbeard is the oldest, most experienced warrior within a Dwarf Throng, a fact evidenced by the length of their beards. These ensure that they receive the proper respect from other Dwarfs, who have been taught quite rightly to always respect their elders. Longbeards have fought in more wars, beaten more enemies, and endured greater hardships than any young Dwarf could possibly imagine. They constantly grumble about how today's Goblins are far smaller and weaker than they used to be, and how nothing is as well made as it was in their day. No young Dwarf would dare argue with them, for they indeed have the experience and the beard to prove it. In battle, Longbeards are able to demonstrate their time-won skills, showing disdain for even the smallest shifts in fortune that would throw less experienced warriors into confusion. Forming into their own regiments, these are considered the veterans within a Dwarf army.

>Cost: 650

>Health: 86

>Leadership: 80

>Speed: 58

>Melee attack: 30

>Melee defence: 48

>Weapon Damage: 25

>Armour-Piercing Damage: 7

>Armour: 75 %

https://static.wikia.nocookie.net/w...ngbeard.PNG/revision/latest?cb=20150710234018

Slayers: Slayers seek death in combat in order to atone for some wrongdoing. Although they seek death, Dwarfs are incapable of deliberately fighting to lose, and so always enter the fray to win. Therefore Slayers spend as much time as possible for improving their warrior skills. Slayers deliberately seek uneven combat, for example by entering a Goblin stronghold alone. Trolls are considered the ideal opponents, as the Dwarf's death is almost assured. Their way of life weeds out all but the toughest and most determined warriors so that those Slayers who survive for any period time are invariably exceptionally tough, violent, and extremely dangerous.

>Cost: 800

>Health: 108

>Leadership: 100

>Speed: 58

>Melee attack: 38

>Melee defence: 32

>Weapon Damage: 32

>Armour-Piercing Damage: 16

>Armour: 75 %

https://static.wikia.nocookie.net/w..._Slayer.PNG/revision/latest?cb=20150713205319

Hammerers: Hammerers are forged in battle and selected for their bold and courageous nature. Renowned for their elite fighting skills and steadfast loyalty, Hammerers are the preferred bodyguards for many Thanes and Lords. As their name suggests, these warriors are equipped with massive Warhammer that is imbued with Runes, making their swings and attacks all the more powerful.

>Cost: 400

>Health: 92

>Leadership: 80

>Speed: 58

>Melee attack: 46

>Melee defence: 35

>Weapon Damage: 14

>Armour-Piercing Damage: 41

>Armour: 75 %

https://static.wikia.nocookie.net/w...ammerer.PNG/revision/latest?cb=20150809044243

Giant Slayer: Giant Slayers are counted among the deadliest of the Slayer Cult, grizzled veterans who will occasionally lead entire Slayer warbands into battle.

>Cost: 1200

>Health: 108

>Leadership: 100

>Speed: 58

>Melee attack: 50

>Melee defence: 30

>Weapon Damage: 10

>Armour-Piercing Damage: 33

>Armour: 75 %

https://static.wikia.nocookie.net/w...slayers.png/revision/latest?cb=20190722213350

Ironbreakers: In a labyrinth of tunnels the Ironbreakers stand guard. The protectors of all that is sacred, the Ironbreakers battle tirelessly to prevent the desecration of their homes. These mighty warriors are unparalleled in their fighting capability, where their smalls numbers are often compensated with full suits of high-quality Gromril weapons and armour, the strongest metal in the world. Impervious, implacable and immovable, these warriors are legendary tunnel fighters.

>Cost: 1300

>Health: 96

>Leadership: 85

>Speed: 58

>Melee attack: 30

>Melee defence: 68

>Weapon Damage: 22

>Armour-Piercing Damage: 10

>Missile Damage: 1

>Armour Piercing Missile Damage: 12

>Range: 60

>Armour: 88, 75 %

https://static.wikia.nocookie.net/w...rmyBook.png/revision/latest?cb=20190503141857

Dwarf Rangers: Rangers are Dwarfs who serve as scouts and hunters to a Dwarf Karak. Rangers spend most of their time on the surface to keep constant vigil over the Karak's borders, hunt game, and map the land, eventually becoming a Dwarf King's eyes and ears to the events that happen in the outside world. Dwarfs are a mountain race and expert miners, and as such the common dwarf will treat a ranger with suspicion and distrust. Rangers are considered the first line of defence, holding the enemy back by harassing them with hit and run tactics using well-placed traps and bolt fire until an allied army arrives.

>Cost: 500

>Health: 49

>Leadership: 61

>Speed: 58

>Melee attack: 16

>Melee defence: 28

>Weapon Damage: 21

>Armour-Piercing Damage: 7

>Missile Damage: 16

>Armour Piercing Missile Damage: 4

>Range: 160

>Armour: 30%

https://static.wikia.nocookie.net/w...anger-1.PNG/revision/latest?cb=20150901232353

Quarrellers: Since the Dwarfs first came to the Worlds Edge Mountains the crossbow has been the dwarf's favourite ranged weapon. It will easily beat the goblin's weak bows, and it is even capable of dropping a heavily armoured Black Orc dead in its track. The number of Dwarfs that use crossbow has fallen some in recent time as more and more started taking up handguns, but the crossbow will never disappear entirely. The Quarrellers that remain are a stubborn bunch, preferring to trust their own eyes over those new-fangled sights. If nothing else, many begrudge the cost of gunpowder when all a crossbow takes is a little bit of elbow grease and a determined eye.

>Cost: 550

>Health: 70

>Leadership: 66

>Speed: 58

>Melee attack: 18

>Melee defence: 28

>Weapon Damage: 21

>Armour-Piercing Damage: 7

>Missile Damage: 16

>Armour Piercing Missile Damage: 4

>Range: 160

>Armour: 60%

https://static.wikia.nocookie.net/w...rrelers.PNG/revision/latest?cb=20150710210517

Thunderers: Although some more old fashion or traditional dwarfs still regard the handgun with some suspicion, it has become a common sight, almost as common as the crossbow. The Dwarfs who specialise themselves in using the handgun have become known as Thunderers. Being methodical as well as mechanically gifted, they will simply keep on loading and firing in a disciplined manner, even when the enemy is right up close, rarely suffering the misfires that would afflict less-disciplined troops. Many Thunderers will have crafted their own handguns, incorporating personal preferences and additional improvements of their own. There are a lot of rivalries between Thunderers as to who has the most accurate handgun, which has resulted in the Dwarf handguns being the most precise weapons of their kind in the world.

>Cost: 700

>Health: 71

>Leadership: 66

>Speed: 58

>Melee attack: 20

>Melee defence: 28

>Weapon Damage: 21

>Armour-Piercing Damage: 7

>Missile Damage: 5

>Armour Piercing Missile Damage: 17

>Range: 145

>Armour: 60%

https://static.wikia.nocookie.net/w...underer.PNG/revision/latest?cb=20150809033601

Irondrakes: In times of need, Ironbreakers must deploy drakeguns - mighty weapons that belch chemical fire upon tightly-packed enemy formations. Such is the power of the drakegun that only a few Ironbreakers are capable of wielding its flesh-scorching punishment. These weapons are especially powerful within the tunnels, where the weapons killing-power is magnified to horrific results.

>Cost: 900

>Health: 128

>Leadership: 85

>Speed: 58

>Melee attack: 20

>Melee defence: 27

>Weapon Damage: 17

>Armour-Piercing Damage: 3

>Missile Damage: 8

>Armour Piercing Missile Damage: 4

>Range: 80

>Armour: 88,75 %

https://static.wikia.nocookie.net/w...ndrakes.PNG/revision/latest?cb=20150810232311

Bugman's Rangers: Ever seeking vengeance, the hardy Bugman's Rangers follow their Brewmaster, delivering grim tidings of upcoming struggles and bolstering the Dwarfs' defensive lines.

>Cost: 750

>Health: 57

>Leadership: 75

>Speed: 58

>Melee attack: 21

>Melee defence: 31

>Weapon Damage: 23

>Armour-Piercing Damage: 8

>Missile Damage: 16

>Armour Piercing Missile Damage: 4

>Range: 160

>Armour: 30 %

https://static.wikia.nocookie.net/w...Rangers.png/revision/latest?cb=20170117150928

Brotherhood of Grimnir: The Brotherhood of Grimnir represent the most dedicated of all the Dwarf Slayers, and are often the most experienced (and therefore unsuccessful) of their kinsmen.

>Cost: 1400

>Health: 118

>Leadership: 100

>Speed: 58

>Melee attack: 70

>Melee defence: 50

>Weapon Damage: 30

>Armour-Piercing Damage: 53

>Armour: 75 %

https://static.wikia.nocookie.net/w...tration.jpg/revision/latest?cb=20160124113921

Dwarf Mountaineer: Dwarf Mountaineers are trappers who roam the highest peaks and glaciers of the mountainous Dwarf realms. These regions are covered by snow for most of the year and so the Mountaineers must patrol on skis. They are much valued by the Dwarf Lords as mountain troops.

>Cost: 900

>Health: 77

>Leadership: 75

>Speed: 58

>Melee attack: 51

>Melee defence: 41

>Weapon Damage: 33

>Armour-Piercing Damage: 18

>Missile Damage: 36

>Armour Piercing Missile Damage: 24

>Range: 160

>Armour: 30 %

https://static.wikia.nocookie.net/w...tration.jpg/revision/latest?cb=20190820095533

Dwarf Fire Thrower: The Dwarf Firethrower (or Fire Thrower), is essentially a smaller version of the Flame Cannon.

>Cost: 400

>Health: 119

>Leadership: 66

>Speed: 20

>Melee attack: 16

>Melee defence: 20

>Weapon damage: 21

>Armour: 30%

>Missile Damage: 60

>Armour-Piercing Missile Damage: 75

>Range: 230

https://static.wikia.nocookie.net/w...Thrower.png/revision/latest?cb=20180815061638

Doomseekers: Crazed even by Slayer standards, Doomseekers are Dwarfs of extremely destructive capabilities.

>Cost: 1300

>Health: 108

>Leadership: 100

>Speed: 58

>Melee attack: 60

>Melee defence: 40

>Weapon Damage: 30

>Armour-Piercing Damage: 43

>Armour: 75 %

https://static.wikia.nocookie.net/w...tration.jpg/revision/latest?cb=20181230140029

War machines: The dwarfs are among the greatest technicians in the planet of Mallus, and their technological skills have very few equals. As such, it is no wonder that they created some of the finest war machines in their home world.

Gyrocopter - Designed by the Engineers Guild and inspired by combining dragon and drilling machine the original Gyrocopter design took centuries to gain acceptance. The Gyrocopter is a small yet nimble war machine. It can be equipped with either a steam gun or the dragon-headed brimstone gun.

>Cost: 700

>Health: 946

>Leadership: 66

>Speed: 58

>Melee attack: 30

>Melee defence: 6

>Weapon Damage: 50

>Armour-Piercing Damage: 16

>Armour: 75 %

>Missile Damage: 12

>Armour-Piercing Missile Damage: 4

>Range: 75

https://static.wikia.nocookie.net/w...ocopter.PNG/revision/latest?cb=20150609065849

Gyrobomber: The sleek, heavily armoured Gyrobomber is the next evolutionary step in Dwarf aerial technology. Kept afloat by two rotor arrays and a dirigible balloon, the Gyrobomber is part Gyrocopter and part airship. Equipped with a formidable payload of eleven Grudgebuster Bombs and a nose-mounted Clattergun.

>Cost: 1150

>Health: 2344

>Leadership: 66

>Speed: 58

>Melee attack: 40

>Melee defence: 4

>Weapon Damage: 68

>Armour-Piercing Damage: 20

>Armour: 75 %

>Missile Damage: 11

>Armour-Piercing Missile Damage: 31

>Range: 125

https://static.wikia.nocookie.net/w...tration.jpg/revision/latest?cb=20160421202821

Dwarf Bolt Thrower: Bolt Throwers are simply larger versions of the crossbow, able to fire heavier bolts over greater distances. The Bolt Thrower remains an important part of the Dwarf arsenal because it can be built and maintained cheaply and is accurate enough to bring down monsters such as Wyverns or Trolls with a well-judged shot.

>Cost: 550

>Health: 56

>Leadership: 75

>Speed: 38

>Melee attack: 15

>Melee defence: 17

>Weapon Damage: 21

>Armour-Piercing Damage: 7

>Armour: 30 %

>Missile Damage: 28

>Armour-Piercing Missile Damage: 116

>Range: 340

https://static.wikia.nocookie.net/w...tration.jpg/revision/latest?cb=20160421155158

Grudge Thrower: This siege-equipment were originally simple stone-throwers, used previously to defend the approaches to Dwarf holds from enemy invasion. It was after the outbreak of the War of Vengeance, that the Dwarfs took to engraving their grudges onto the stones they fired. Ever since then, it is an almost commonplace for these stones to be engraved with runes that magnify its destructive power.

>Cost: 700

>Health: 1144

>Leadership: 66

>Speed: 38

>Melee attack: 16

>Melee defence: 20

>Weapon Damage: 21

>Armour-Piercing Damage: 7

>Armour: 30 %

>Missile Damage: 30

>Armour-Piercing Missile Damage: 140

>Range: 440

https://static.wikia.nocookie.net/w...aroldjo.jpg/revision/latest?cb=20150829233307

Dwarf Cannon: The most common cannon within the Dwarf's arsenal, these cannons are reliable and crewed by Dwarfs with many years of military experience. Though these cannons are noticeably smaller than their human counterparts, they are nonetheless just as deadly but far more accurate.

>Cost: 800

>Health: 1119

>Leadership: 66

>Speed: 38

>Melee attack: 16

>Melee defence: 20

>Weapon Damage: 21

>Armour-Piercing Damage: 7

>Armour: 30 %

>Missile Damage: 84

>Armour-Piercing Missile Damage: 336

>Range: 440

https://static.wikia.nocookie.net/w..._Cannon.PNG/revision/latest?cb=20150810194709

Organ Gun: Should the enemy prove far too numerous for a single cannon-ball to topple, the Dwarfs will sometimes aim their array of Organ Guns at the enemy. Able to fire several smaller cannon-balls at once, this weapon can decimate whole regiments of enemy infantry in very close range.

>Cost: 1000

>Health: 1119

>Leadership: 66

>Speed: 38

>Melee attack: 16

>Melee defence: 20

>Weapon Damage: 21

>Armour-Piercing Damage: 7

>Armour: 30 %

>Missile Damage: 22

>Armour-Piercing Missile Damage: 68

>Range: 300

https://static.wikia.nocookie.net/w...gan_Gun.PNG/revision/latest?cb=20150905001322

Flame Cannon: These experimental cannons were one of the latest inventions put into field-testing by the Engineers Guild of Zhufbar. Having the ability to belch white-hot alchemic fire into tightly-knotted groups of enemy formations, these weapons have gained a fearsome reputation in the eyes of their enemies.

>Cost: 1400

>Health: 1119

>Leadership: 66

>Speed: 38

>Melee attack: 16

>Melee defence: 20

>Weapon Damage: 21

>Armour-Piercing Damage: 7

>Armour: 30 %

>Missile Damage: 160

>Armour-Piercing Missile Damage: 75

>Range: 230

https://static.wikia.nocookie.net/w...tration.jpg/revision/latest?cb=20160421173418

-Dwarf attributes:

  • Master technicians: The dwarfs are fascinated by technology, and were the race that taught the Empire everything it now knows regarding technology. In this new world, they seem to be interested in "perfectioning" the local machines. (+50 out of +100 in research)
  • The Great Book of Grudges: A dwarf does not forget, and being transported into another world isn't going to change that. Any offense on the dwarfs shall be paid in blood, until all grudges are settled. (every negative opinion against a country is doubled.)
  • Never back down: If there's something everyone knows about the dwarfs, is that they do not back down or break. It will take years for a well defended dwarf position to fall….and for the enemy to make a push against the first of many layers of defence. (+90 out of +100 in combat morale)
  • Masters of the underway: The underway of Mallus was actually created by the dwarfs many millennia ago. It was them who placed it together. And it seems like they will have to do it again in this new, strange world. (movement speed in Maverik infested areas is doubled if using underway. Less supplies required, but harder to get. Extensive use of the underway may cause supply issues. To surpass supply issues, conquer a surface city and continue to use underway.)
If there are any things that I should modify/add, let me know.

I hope you guys like this new update! Be sure to like(if you like it), comment(please comment so I can learn what your opinion is) and.....follow I guess.
 
Race Introduction 11: Grand Cathay
Grand Cathay

Cathay (also known as Imperial Cathay, the Empire of the Celestial Dragon, the Kingdom of the Dragon, Grand Cathay, Great Cathay, Grand Empire of Cathay and the Celestial Empire) is a populous nation of humans located in the Far East, beyond the Dark Lands and the Mountains of Mourn. Transported to Earth in the city of Beijing, after the Dragon Emperor saved its people from the Maverick menace, he decided to recreate a new Cathay, at least until he could find a way to return to his ancestral home.

-Lords of New Grand Cathay:

Xen Yang: The Dragon Emperor, also known as the Celestial Dragon Emperor and Xen Yang is the co-ruler of Grand Cathay along with his wife the Moon Empress. He and his wife are immortal Dragons and spellcasters who are able to magically take Human form.

https://i.redd.it/fyd6aypyd2641.jpg

Quai Yin: Wife of Dragon Emperor, helping to her husband Dragon Emperor for ruling Grand Cathay.

https://upload.wikimedia.org/wikipe...g_E_-_Unidentified_artist,_after_Tang_Yin.jpg

Miao Ying: Miao Ying, the Storm Dragon, Master of the Storm Winds and Supreme Matriarch of New Nan-Gau, is the ruler of the New Northern Provinces of New Cathay and Castellan of the New Great Bastion.

https://static.wikia.nocookie.net/w...tration.jpg/revision/latest?cb=20210923141613

Zhao Ming: Zhao Ming, the Iron Dragon, Ruler of the New Western Provinces, and Lord of New Shang-Yang is one of the Cathayan Dragons.

https://static.wikia.nocookie.net/w...mer_III.jpg/revision/latest?cb=20210928142426

Li Dao: Li Dao, the Fire Dragon, Master of the Burning Winds and Lord of the Phoenix is one of the Cathayan Dragons, ruler of the New Southern Provinces.

https://www.honga.net/totalwar/thre...in_template_historical_shi_xie_hero_water.png

Yin-Yin: Yin-Yin the Sea Dragon, Lord of the New Eastern Provinces and Admiral of the Grand Dragon Fleet is one of the Cathayan Dragons. His position is quite ironic…considering that Cathay has yet to gain access to the sea.

https://static.wikia.nocookie.net/t...o-final.png/revision/latest?cb=20190116051545

Yuan Bo: Yuan Bo the Jade Dragon, Lord of the New Central Provinces and Administrator of the Realm is one of the Cathayan Dragons.

https://static.wikia.nocookie.net/t...i-final.png/revision/latest?cb=20190116051729

-Lords/Heroes:

Dragon-Blooded Shugengan Lord: While relatively rare, the ancient nature of the Dragon siblings means their many own progeny now exist within Grand Cathay. They often rise to positions of power, not least out of respect for their heritage, but also due to the power that comes from being a part of the family. The Dragon-blooded, as they are known, are inevitably skilled combatants, natural sorcerers, and talented leaders. As you can imagine, their lineage can be a source of some jealousy and resentment from high-ranking mortals, especially when the Dragon-blooded allow their abilities to develop into arrogance. As the magic-wielders of Grand Cathay, the Dragon-blooded fight with either the lore of Yang or the lore of Yin. Each takes its power from the Celestial Dragon Emperor and is a unique school passed down through the ages. They can mount Warhorse or Jade Longma.

https://static.wikia.nocookie.net/w...024x576.jpg/revision/latest?cb=20211009110807

Lord Magistrate: Be they generals or lords of one of Grand Cathay's gargantuan cities, Magistrates are some of the best the Empire has to offer. While not the greatest single combatants of their nation, they are expert commanders, inspiring and directing their troops with the skill and efficiency that comes only from years of experience in real battles. If they are engaged, they are melee warriors capable of holding their own against most enemies. In particularly large engagements, Magistrates may ride aboard a Sky Lantern, commanding their troops from above with a more strategic view of the battlefield. It also, as you can imagine, keeps them somewhat out of harm's way – a priority for some, if not all. Their true strength lies in their ability to bring the best of Grand Cathay to the fore, vastly increasing the bonuses received by troops working in Harmony with one another. They can mount Warhorse or Sky Lantern.

https://static.wikia.nocookie.net/w...024x576.jpg/revision/latest?cb=20211014043334

Cathayan Alchemists: The lores of Yin and Yang are not the only magics practiced in Grand Cathay, though they are the most favoured. Alchemists gravitate to the Iron Dragon in the West and the city of Shang-Yang precisely because he is uncommonly accepting of their talents and practices. Over the years this has grown into a powerful cabal that often sees its members hired by generals all over the empire, as their capabilities are far beyond that of most mortals. Their potions imbue them with spells from the Lore of Metal, as well as giving them unique buffs that can be applied to themselves or nearby units, providing massive bonuses to attack or armour.

https://static.wikia.nocookie.net/w...chemist.jpg/revision/latest?cb=20211014040203

Cathayan Astromancers: are the accepted Sorcerers of Grand Cathay, practicing the Celestial Dragon Emperor's favoured lore of Heavens and harnessing it to an expert level thanks to the natural affinity between their leader and the Azyr wind. After more than five thousand years of perfecting the art, they are quite adept, and only more so when riding to battle aboard the Wu Xing War Compass.

https://static.wikia.nocookie.net/w...omancer.jpg/revision/latest?cb=20211014041001

-Cathayian infantry: Cathay armies are said to be endless in number. They combine numbers and skills, creating hordes of well-trained peasants with elite forces who have trained all their life for combat.

Peasant Long Spearmen: The backbone of Grand Cathay is its people, and they are numerous beyond count. While the Celestial Dragon Emperor is wise and his children are benevolent leaders to the people under their command, they understand with the detachment of immortality that the one thing they will always have is more bodies. More men and women to man the battlements, more fighters to hold the line, more defenders to make the forces arrayed against them fight for every inch. Thus, the least-trained armies of Grand Cathay are still a power to be reckoned with through sheer force of numbers. Unlike the hired soldiers or lower classes of other factions, the Warriors of Wind & Field, as they are known, feel a fierce loyalty to their cause and the Dragons that watch over them. They may buckle and even break, but they know their role.

>Cost: 200

>Health: 50

>Leadership: 60

>Speed: 58

>Melee attack: 20

>Melee defence: 34

>Weapon Damage: 19

>Armour-Piercing Damage: 6

>Armour: 22,5%

https://static.wikia.nocookie.net/w...024x576.jpg/revision/latest?cb=20211013214208

Jade Warriors: These warriors are Grand Cathay's line troops. They are the standing army, expertly trained and well equipped to defend from Ogres, rebels, Chaos, or anything else that might come wandering in from the West and North. Each city maintains its own regiment of Jade Warriors, and few make their home outside of one of the metropolises that dot the landscape of Grand Cathay. In times of war, they will head to battle armed in numerous possible ways, collectively known as the Warriors of Jade & Steel. The ranged firepower of Grand Cathay is what breaks the enemy, but the Jade Warriors, so named for the Celestial Dragon Emperor's sacred stone must hold the line and cut down enemies who think them weak.

>Cost: 400

>Health: 50

>Leadership: 60

>Speed: 58

>Melee attack: 32

>Melee defence: 32

>Weapon Damage: 21

>Armour-Piercing Damage: 7

>Armour: 22,5%

https://static.wikia.nocookie.net/w...ept_Art.jpg/revision/latest?cb=20211013221101

Celestial Dragon Guard: Grand Cathay's elite soldiers are officially the legion of the Dragon Emperor, his loyal defenders. As the Eastern Empire has expanded, more and more Dragon Guard have been added to the Celestial Host, which now numbers enough that they can be dispatched to battlefields all over the East. Their arrival represents an exponential increase in power for the army, not least for the morale boost it gives the soldiers to see such a direct connection to their Emperor.

>Cost: 800

>Health: 76

>Leadership: 74

>Speed: 58

>Melee attack: 32

>Melee defence: 34

>Weapon Damage: 9

>Armour-Piercing Damage: 23

>Armour: 71,25%

https://static.wikia.nocookie.net/w...536x864.jpg/revision/latest?cb=20211013222103

Dragon Monks: Members of an ancient and powerful order, many of these masters of unarmed combat outlived many more failed peers, who failed to meet their strict requirements or survive their first fight with any of the monks.

>Cost: 525

>Health: 73

>Leadership: 100

>Speed: 58

>Melee attack: 32

>Melee defence: 10

>Weapon Damage: 25

>Armour-Piercing Damage: 8

>Armour: 25%

https://i.pinimg.com/736x/52/b4/14/...aa1eb35b9--warrior-quotes-art-photography.jpg

Cathyan Peasant Archer: Archery is considered a noble and useful pastime in Grand Cathay, and young girls are especially encouraged to follow the path of the Moon Empress into ranged combat. Thus, even the lowest in society will have a well-maintained bow within their household and be more than capable of drawing it to defend their home. Naturally, however, they are not particularly well equipped, and are more deterrent than professionals.

>Cost: 500

>Health: 44

>Leadership: 55

>Speed: 58

>Melee attack: 28

>Melee defence: 25

>Weapon Damage: 21

>Armour-Piercing Damage: 7

>Armour: 18,75%

>Missile Damage: 12

>Armour Piercing Missile Damage: 2

>Range: 90

https://static.wikia.nocookie.net/t...in-game.png/revision/latest?cb=20210728193305

Iron Hail Gunners: The closest we can get to an Old World shotgun, the Iron Hail Gun is a short-range blunderbuss that can rip through almost anything if positioned correctly. The gunners themselves are lightly armoured, making them vulnerable if surprised and quite the glass cannon of a unit. However, should they bring their guns to bear even for a moment, nevermind a sustained period, it spells doom for even the heaviest warriors.

>Cost: 600

>Health: 69

>Leadership: 50

>Speed: 58

>Melee attack: 17

>Melee defence: 16

>Weapon Damage: 21

>Armour-Piercing Damage: 3

>Armour: 15%

>Missile Damage: 5

>Armour Piercing Missile Damage: 17

>Range: 145

https://3.bp.blogspot.com/-pfEWLhM0...c1q70ACPcB/s1600/154020dufechdqutq2t70u+2.jpg

Crane Gunners: The mighty Crane Gun requires two people to lift, set up, and fire. One is positioned at the trigger, ready to sight and shoot anything in a massive range. The other carries the tower shield on which the gun rests, steadying the shooter as well as providing built-in cover. It is a specialist device for the highly trained, but it can be devastatingly effective when properly employed. Range and precision are nothing to scoff at, especially if they are pointed at your head.

>Cost: 700

>Health: 80

>Leadership: 50

>Speed: 58

>Melee attack: 17

>Melee defence: 16

>Weapon Damage: 21

>Armour-Piercing Damage: 3

>Armour: 15%

>Missile Damage: 55

>Armour Piercing Missile Damage: 47

>Range: 145

https://upload.wikimedia.org/wikipedia/commons/b/be/Ming_artillerymen.jpg

Jade Warrior Crossbowmen: Crossbowmen are the ranged backbone of the Grand Cathayan army, assigned to Jade Warriors and Dragon Guard who show an aptitude for shooting rather than stabbing. While Grand Cathay brings powerful magics and giant machinery to war, it is less ever-present in their armies than other factions. Sorcerers are an important, precious resource, while the construction required for a lantern or War Compass may be beyond the poorer cities. The crossbow is as close to industrialised production as the hand-crafted weapons in Grand Cathay get, though there will still be subtle differences between the direction of one master artificer and another. This makes the Jade Warriors equipped with crossbows a mainstay of city defence, entrusted to outrange their opponents and defeat them before they get within striking distance.

>Cost: 525

>Health: 69

>Leadership: 50

>Speed: 58

>Melee attack: 14

>Melee defence: 17

>Weapon Damage: 21

>Armour-Piercing Damage: 3

>Armour: 15%

>Missile Damage: 16

>Armour Piercing Missile Damage: 4

>Range: 160

https://static.wikia.nocookie.net/w...d_World.jpg/revision/latest?cb=20211013221146

Celestial Dragon Crossbowmen: When the Celestial Host – the combined name for the various sections of the Dragon Guard – makes war, it does so in style and with power. The Dragon Crossbows are repeating powerhouses, with armour-piercing bolts to rip through almost anything and fierce training to keep up the fire. Shielded, with the best armour in Grand Cathay, very little can stand up to a hail of bolts from these troops.

>Cost: 600

>Health: 69

>Leadership: 50

>Speed: 58

>Melee attack: 14

>Melee defence: 17

>Weapon Damage: 21

>Armour-Piercing Damage: 3

>Armour: 15%

>Missile Damage: 26

>Armour Piercing Missile Damage: 14

>Range: 160

https://static.wikia.nocookie.net/w...RoSn8Lf.jpg/revision/latest?cb=20211013222125

-Cavalry/War Machines: On top of being some of the greatest riders of the planet of Mallus, many of Cathay war machines could rival the Empire, and even the Dwarves would have to look out for the servants of the Dragon Emperor.

Peasant Horsemen: As they are everywhere in the world, the horse is the most common steed and beast of burden in Grand Cathay. Plenty of the peasantry learn to ride as part of their duties and carrying goods or information across the great distances of the nation is tantamount to its survival. Thus, when called to war, many can mount up and act as scouts or harrying attackers for larger armies. They are the fastest Cathayan unit that cannot fly, and they are sent ahead of the main army as scouts and raiders to stop enemy advances.

>Cost: 900

>Health: 104

>Leadership: 70

>Speed: 68

>Melee attack: 26

>Melee defence: 28

>Weapon Damage: 21

>Armour-Piercing Damage: 9

>Armour: 81,59%

https://static.wikia.nocookie.net/t...Cavalry.png/revision/latest?cb=20210811190927

Jade Lancers: Put a Jade Warrior, with all their training, all their armour, and all their power on a horse, and this is what you get. Grand Cathay's mainstay cavalry is a hard-hitting, well-armoured force. Often the Jade Lancers are part of scouting groups that head beyond the Great Bastion to break up and destroy Chaos tribes in the region before they can gather their power and be a threat. Doing so is as dangerous as it is necessary.

>Cost: 1100

>Health: 112

>Leadership: 72

>Speed: 68

>Melee attack: 34

>Melee defence: 34

>Weapon Damage: 28

>Armour-Piercing Damage: 12

>Armour: 86,67%

https://static.wikia.nocookie.net/w...nTWWIII.jpg/revision/latest?cb=20211013223110

Great Longma Riders: Dragon-blooded who are yet to rise to their own prominence or prefer a place within the Celestial Host for the honour it brings often become Great Longma Riders. Flying to battle alongside other elements of the Celestial Host, they are the solution to endless problems on the battlefield, from enemy flyers to the hardiest of ground troops.

>Cost: 1300

>Health: 112

>Leadership: 70

>Speed: 68

>Melee attack: 40

>Melee defence: 24

>Weapon Damage: 29

>Armour-Piercing Damage: 13

>Armour: 75%

https://static.wikia.nocookie.net/w...Poster2.jpg/revision/latest?cb=20211022191720

Terracotta Sentinel: Grand Cathay's ancient protectors, the Terracotta Sentinels are remnants of an era long past, when the Celestial Dragon Emperor was an active leader in the nation's armies. Tales of their creation range from the believable to the legendary, that each was a personally-blessed soldier of the Dragon Emperor in a great army to fend off Chaos in its earliest years. True or not, they stand sentinel all over Cathay, often silent and still for centuries, overlooking paddy fields or partially submerged in rivers, or even as stanchions in the Great Bastion itself. But the light within will burn and the statue will finally move if summoned to a nearby threat. The ultimate warrior in defending Cathay's settlements in armies, it lays waste to anything unlucky enough to approach it. Such is its strange nature and looks, that it strikes deep terror in the hearts of any enemy who is sent to fight it.

>Cost: 1600

>Health: 11090

>Leadership: 100

>Speed: 38

>Melee attack: 68

>Melee defence: 30

>Weapon Damage: 150

>Armour-Piercing Damage: 450

>Armour: 75%

https://static.wikia.nocookie.net/w...ammer_3.jpg/revision/latest?cb=20210921163925

Terracotta Automatons: Lesser versions of the well-known sentinels, these clay sentinels were among the footsoldiers of Cathay's armies.

>Cost: 900

>Health: 548

>Leadership: 70

>Speed: 48

>Melee attack: 25

>Melee defence: 51

>Weapon Damage: 40

>Armour-Piercing Damage: 18

>Armour: 60%

http://www.supercoloring.com/sites/.../2018/02/terracotta-warrior-coloring-page.png

Crow-men: Constructs of onyx that fight in Cathay's armies. They harass the enemies of Cathay by tossing them into the air and piercing them with their talons.

>Cost: 600

>Health: 87

>Leadership: 52

>Speed: 68

>Melee attack: 22

>Melee defence: 38

>Weapon Damage: 32

>Armour-Piercing Damage: 12

>Armour: 11,25%

https://upload.wikimedia.org/wikipedia/commons/6/63/SekienTengu.jpg

Temple Dogs: Animated by the gods of Cathay's temples, these dedicated stone guardians emerge from their sanctuaries to guard their homeland when invasions strike. In Cathay, it is considered a great honour from the gods to ride on one of these.

>Cost: 1100

>Health: 5798

>Leadership: 65

>Speed: 38

>Melee attack: 22

>Melee defence: 28

>Weapon Damage: 90

>Armour-Piercing Damage: 160

>Armour: 93,57%

https://static.wikia.nocookie.net/w...Ackland.jpg/revision/latest?cb=20200711133726

Kongming Sky Lantern: Sky Lanterns serve dual purpose on the battlefield. They are often crewed by magistrates or other commanders that can oversee and direct the troops below, using a complex system of fans and smoke. However, they are also crewed by four Crane Gunners, sitting in an armoured carriage held aloft by the balloon, itself in place thanks to an ever-burning Vermillion Warbird. It is generally agreed they have a lot more fun than their land-locked cousins, and its pilots help landborne armies detect hidden enemies within foilage, making their allies more confident in hunting the foe down. And if the foe tries to assail the armies of Cathay, the Sky Lantern provides fire support with its Crane Gunners.

>Cost: 700

>Health: 946

>Leadership: 66

>Speed: 58

>Melee attack: 30

>Melee defence: 6

>Weapon Damage: 50

>Armour-Piercing Damage: 16

>Armour: 75 %

>Missile Damage: 12

>Armour-Piercing Missile Damage: 4

>Range: 75

https://static.wikia.nocookie.net/w...concept.jpg/revision/latest?cb=20210921152703

Kongming Sky-junk: The Sky-Junk is more warship than a simple battlefield unit. Its humongous size supports great guns that project shrapnel at oncoming hordes, wiping out whole battlelines. Within the armoured carrier beneath the main balloon are a host of bombs ready to be dropped on those below. During times of great danger fleets of Sky-Junks are seen floating from the Great Bastion, moving steadily towards the latest threat and fully intending to wipe it out. Compared to the Sky-Lanterns, the Kongming Sky-junks are deadlier, more fit to rain down fire and doom to massed hosts and hordes alike.

>Cost: 1150

>Health: 2344

>Leadership: 66

>Speed: 58

>Melee attack: 40

>Melee defence: 4

>Weapon Damage: 68

>Armour-Piercing Damage: 20

>Armour: 75 %

>Missile Damage: 11

>Armour-Piercing Missile Damage: 31

>Range: 125

https://static.wikia.nocookie.net/w...concept.jpg/revision/latest?cb=20210921152736

Grand Cannon: Oxen carry the artillery of Grand Cathay to war, pulling these guns to battle from the city walls and Great Bastion they usually inhabit. More suited to firing from on-high, these cannons will still rip apart anything they gain sighting on but benefit greatly from smartly used terrain. Shaped like dragons and belching flaming projectiles, they are not a subtle representation of Grand Cathay's power. While being Grand Cathay's most basic form of artillery, they still pack a huge punch, more than capable of toppling monsters or city walls. The flaming, armour-piercing projectiles will make short work of smaller foes placed in their path. The Oxen pulling it make it, and other Cathayan artillery, more mobile than counterparts from other factions.

>Cost: 750

>Health: 1089

>Leadership: 50

>Speed: 58

>Melee attack: 10

>Melee defence: 6

>Weapon Damage: 21

>Armour-Piercing Damage: 3

>Armour: 15 %

>Missile Damage: 100

>Armour-Piercing Missile Damage: 30

>Range: 380

https://static.wikia.nocookie.net/w...024x576.jpg/revision/latest?cb=20211014184858

Wu-Xing War Compass: Perhaps the oddest part of Grand Cathay's armoury to an outsider, this miniaturised version of the great Compass engraved into the floor of the Celestial Court high above Wei-jin is a powerful tool for manipulation of the Elemental Winds. Imbued with the power of the Heavens and intricately designed as a weapon of war, meteors and lightning storms are summoned in its wake. While expensive to build and maintain, they are a truly unique weapon. A mounted spellcaster with access to unique, long-range spells that deal extreme damage to enemy formations. More than capable of tearing up the ground and crashing headlong into enemy forces – making it a Yang-aligned unit, but one with significant ranged prowess. It Regains its own power with increased speed thanks to control over the elemental winds.

>Cost: 2220

>Health: 3800

>Leadership: 60

>Speed: 58

>Melee attack: 12

>Melee defence: 8

>Weapon Damage: 20

>Armour-Piercing Damage: 6

>Armour: 30 %

>Missile Damage: 495

>Armour-Piercing Missile Damage: 855

>Range: 300

https://static.wikia.nocookie.net/w...Compass.jpg/revision/latest?cb=20211013213008

Fire Rain Rocket: The ultimate in ranged firepower for the armies of Grand Cathay, these rocket launchers spray the battlefield with deadly, explosive projectiles. Vital for pitched battles as well as taking or defending settlements, their rockets equally effective against almost all targets and the arc of their fire easily penetrating enemy walls. While the impact is widespread at long-range, this is only more effective against massed legions of enemies. It has an inferior range but greatly improved firepower over the Grand Cannon. Cathayan artillery pieces have a higher than usual number of support staff on-hand, making them that much harder to wipe out if caught.

>Cost: 1350

>Health: 1089

>Leadership: 50

>Speed: 58

>Melee attack: 10

>Melee defence: 6

>Weapon Damage: 21

>Armour-Piercing Damage: 3

>Armour: 15 %

>Missile Damage: 30

>Armour-Piercing Missile Damage: 70

>Range: 480

https://static.wikia.nocookie.net/w...024x576.jpg/revision/latest?cb=20211014185021

-Cathay traits:

  • Children of the dragon emperor: Long gone are the days of the monkey king. And with the Dragon Emperor around, it is very unlikely that his children are going to squabble among themselves, especially in this new world. (+80 out of +100 stability)
  • The rulers of the provinces: The children of the Dragon emperor rule each of their province as their own. It does not take a genius to realize that, as such, Cathay might not be as united as it claims to be. (+5 out of +100 centralized government)
  • Endless armies: used to be assaulted from all sides, Cathay has managed to defend itself thanks to its endless armies. And sitting on one of the most populous regions of the planet right now, it doesn't look like Cathay.2 is going to be that hard to recreate. (+70 out of +100 recruitment speed)
If there are any things that I should modify/add, let me know.

I hope you guys like this new update! Be sure to like(if you like it), comment(please comment so I can learn what your opinion is) and.....follow I guess.
 
Race Introduction 12: Wood Elves
Wood elves

The Wood Elves, known as the Asrai in some tales, or as the Fay Folk of Athel Loren, are a reclusive, secretive and highly isolationist race of Elves that have long ago voluntarily split off from the rest of their kin, preferring instead to live out their lives in Nature's embrace beneath the enchanted forested canopy of Athel Loren. After Mutilator transported them far from their home world, they resettled in Manaus, and from there they swore to return the mighty Amazon Forest to a lever comparable to Athel Loren. A place to call home.

-Lords of New Athel Loren:

Orion: The immortal Consort King of Athel Loren, Orion is the rampaging avatar of the elf god Kurnous. He is a terrifying sight to behold, standing over ten feet tall and his green skin ripples with muscle. Although he must die each winter, he is reborn each spring, and reaches the peak of his power in mid-summer. Such is the way of things, the "continuation of the never-ending process of death and rebirth". Orion is normally accompanied by his baying hounds and the Wild Riders of Kurnous. Orion counts as both a Lord and a Hero choice. At the height of his power in midsummer, Orion is a terrifying being of majesty and power. And his lithe, green-tinged body ripples with barely contained anger. As the moons align overhead on midsummer's eve, a beautiful cloak crafted by his Queen is draped over his shoulders, and the great horn of the Wild Hunt is placed reverently before him. As the time of the conjunction draws near, he takes up his weapons from their shrine within the Oak of Ages. At midnight, Athel Loren goes utterly silent – not a creature stirs – for all know that the ride of the Wild Hunt has come.

https://static.wikia.nocookie.net/w...est/scale-to-width-down/251?cb=20160624213726

Durthu: Durthu, or Oakheart, is an Elder of Athel Loren, a Treeman so ancient that even Ariel's millennia-long existence pales in comparison. It was he who first forged a union between Elves and forest, and he also who argued with his fellow Elders that the binding be made permanent. In those days, he was ever a friend to the children of Isha, always willing to help them broaden their understanding of the forest and of the Weave.

https://static.wikia.nocookie.net/w...est/scale-to-width-down/250?cb=20160310052902

Naestra and Arahan: The Sister-Twins of Athel Loren are a mysterious pair who occupy the alpine slopes of the Pine Crags. The story of their existence has been retold throughout the ages by the wardancers. They tell that a small Asrai child, Naestarahan, was lured into the woods by glowing farie lights to a place where even the Waywatchers feared to tread. There she was split into two halves: identical in looks, save that one has hair as dark as night and the other has hair of the purest white. Both command the forest: Naestra, out of love, Arahan, out of fear. As long as one endures, both will endure. They always ride to battle either Ceithin-Har, a forest dragon, or Gwindalor, a Great Eagle.

https://static.wikia.nocookie.net/w...est/scale-to-width-down/300?cb=20160910183945

Drycha: Drycha is the most powerful Branchwraith in Athel Loren. The Asrai believe she was driven mad when the blood of the powerful beastman Morghur was spilled in her glade, though in truth, she was malevolent and capricious long before that. She hates all who enter into Athel Loren, and blames the Wood Elves for all the evils that threaten the enchanted forest. Now exiled in a new world, she must forge an uneasy alliance with the Asrai.

https://static.wikia.nocookie.net/w...est/scale-to-width-down/300?cb=20160910183735

Araloth: Araloth the Bold or Araloth the Hooked Blade is the current Lord of Talysn and one of Athel Loren's greatest military commanders and warriors.

https://static.wikia.nocookie.net/w...est/scale-to-width-down/300?cb=20160910183108

Naieth: Naieth the Prophetess is skilled in the arcane art of divination. Only a select band of mages know this secret lore. By means of divining rods cut from magical trees they are able to 'feel' the flow of magic deep within the ground. When they find a point at which the magic rises towards the surface they instruct their kindred to set a great stone in that place; carved with arcane spirals, to direct the flow of magic.

https://static.wikia.nocookie.net/w...est/scale-to-width-down/250?cb=20160928212151

Scarloc: Scarloc is a champion to the Asrai. He is known for his skill with the bow and his stealthy abilities. He is also the leader of the masterful scouts. In Imperial year 2007 he and his scouts slew Morghur, or Cyanathair, Child of Chaos, by piercing him with a hundred arrows.

https://static.wikia.nocookie.net/w...est/scale-to-width-down/250?cb=20161105065356

Skaw: It is said that Skaw the Falconer dwells in an eyrie in the topmost branches of an old pine tree, hidden away on the slopes of the Grey Mountains. Here, he speaks with the birds of prey that dwell within the forest of Athel Loren, from the lowliest falcon to the mightiest of eagles.

https://static.wikia.nocookie.net/w...est/scale-to-width-down/250?cb=20160930011614

Thalandor Doomstar: Thalandor was known as 'Doom Star' because he would swoop over the dark forest by night hunting for Goblins trying to creep into Athel Loren under cover of darkness. If he spied any from on high, he would swoop down between the pines and attack without mercy, riding upon the back of Gwandor, his faithful Great Eagle.

https://static.wikia.nocookie.net/w...est/scale-to-width-down/250?cb=20160930011551

-Lords/Heroes:

Glade Lord: Glade Lords, or Highborns, are the upper, ruling class of Elven society. They lead the Wood Elves in time of peace, and it is expected of them to be equally capable generals in times of war. They are far more skilled then the average elven foot troop. Highborns (and nobles) can take up special areas of training (called kindreds), which give them various skills and abilities. Most notably, the kindreds include the "Alters," who are characters that have been changed by the forest. They take on the aspects of the creatures of the forest, through which they move as rapidly as cavalry, and when they come upon the intruder they visit it with a torrent of attacks.

>Cost: 1000

>Health: 3900

>Leadership: 75

>Speed: 58

>Melee attack: 65

>Melee defence: 60

>Weapon Damage: 260

>Armour-Piercing Damage: 100

>Armour: 37,5%

>Missile Damage: 196

>Armour Piercing Missile Damage: 84

>Range: 190

https://static.wikia.nocookie.net/w...est/scale-to-width-down/250?cb=20160614073307

Treeman Ancient: Treeman Ancients are the oldest and wisest of the treemen that live in Athel Loren. They are just as large and strong as their brethren, but their knowledge of the past and workings of the Forest give the abilities much stronger than those of the average treeman.

>Cost: 1300

>Health: 9820

>Leadership: 90

>Speed: 38

>Melee attack: 37

>Melee defence: 48

>Weapon Damage: 120

>Armour-Piercing Damage: 280

>Armour: 75%

https://static.wikia.nocookie.net/w...est/scale-to-width-down/300?cb=20160614074303

Spellweaver: The Lord-level Mage is similar to mages in every other army, though she (female mages are far more attuned to Isha than males are) is limited to choosing spells from the Lore of Life, the Lore of Beasts, or the Wood Elf-specific Lore of Athel Loren - a set of magical skills which allow Spellweaver and Spellsingers to communicate with the forest for a variety of offensive and defensive benefits.

>Cost: 1000

>Health: 3421

>Leadership: 60

>Speed: 58

>Melee attack: 33

>Melee defence: 34

>Weapon Damage: 180

>Armour-Piercing Damage: 60

>Armour: 11,25%

https://static.wikia.nocookie.net/w...singers.png/revision/latest?cb=20160614073531

Branchwraiths: Branchwraiths are the oldest of the Dryads. They have ever served as the handmaidens to the Ancients of Athel Loren, and attend to the Treemen with a dedication bordering upon the fanatical.

>Cost: 1000

>Health: 4160

>Leadership: 60

>Speed: 58

>Melee attack: 47

>Melee defence: 35

>Weapon Damage: 230

>Armour-Piercing Damage: 100

>Armour: 45%

https://static.wikia.nocookie.net/w...est/scale-to-width-down/250?cb=20160614075645

Waystalkers: Waystalkers' personalities have become entirely submerged by their obsession with stalking prey. They are taciturn and solitary individuals, and they may let years pass between visits to Wood Elf halls. Waystalkers are perfectly at ease within their forest homeland and effortlessly survive by their wits and cunning in the wilds.

>Cost: 1000

>Health: 3680

>Leadership: 60

>Speed: 58

>Melee attack: 55

>Melee defence: 45

>Weapon Damage: 235

>Armour-Piercing Damage: 90

>Armour: 37,5%

>Missile Damage: 196

>Armour Piercing Missile Damage: 84

>Range: 190

https://static.wikia.nocookie.net/w...est/scale-to-width-down/300?cb=20160909032654

Shadowdancers: Shadowdancers are the closest thing that the Trickster God has to a priesthood, and they are both respected and feared as a result. They, and only they, know all the paths through Athel Loren — indeed, it is said that they tread the paths of the Dreaming Wood as surely as they do the mortal world.

>Cost: 1000

>Health: 3680

>Leadership: 60

>Speed: 58

>Melee attack: 55

>Melee defence: 45

>Weapon Damage: 235

>Armour-Piercing Damage: 90

>Armour: 37,5%

https://static.wikia.nocookie.net/w...est/scale-to-width-down/270?cb=20160614074739

-Wood Elves infantry: The Wood Elves aren't endless in numbers, but they are silent like shadows and use the forest to their fullest advantage, making them perfect guerrilla fighters.

Eternal Guard:Using a unique fighting form with deadly swordstaff called saearath, the Eternal Guard will solidly stand against any who threaten Athel Loren. Eternal Guard are frequently utilised as bodyguards for Highborn and other Wood Elven nobility. They are the only ones standing between the enemy and the destruction of the forest during winter time. During other seasons they have a mostly ceremonial role.

>Cost: 475

>Health: 64

>Leadership: 80

>Speed: 58

>Melee attack: 26

>Melee defence: 36

>Weapon Damage: 4

>Armour-Piercing Damage: 20

>Armour: 30%

https://static.wikia.nocookie.net/w...est/scale-to-width-down/250?cb=20160613161703

Dryads: Forest spirits that are the embodiment of nature's duality: Beauty and Ferocity. Dryads will lure intruders off roads and trails, then let their sharp branches and thorns teach the intruder the folly of trespassing in Athel Loren. Dryads are some of the most capable assault troops in the Wood Elf host, being fast, strong, tough, fear causing and nigh unstoppable.

>Cost: 550

>Health: 62

>Leadership: 65

>Speed: 58

>Melee attack: 33

>Melee defence: 25

>Weapon Damage: 29

>Armour-Piercing Damage: 5

>Armour: 45%

https://static.wikia.nocookie.net/w...est/scale-to-width-down/300?cb=20160614070819

Wardancers: Wardancers are the elven equivalent of berserkers—they have no armour, move fluidly, weave 'dances of death' around their opponents, and are immune to both fear and terror. In Wood Elf folklore, Wardancers are treated with the utmost respect.

>Cost: 800

>Health: 60

>Leadership: 70

>Speed: 58

>Melee attack: 40

>Melee defence: 38

>Weapon Damage: 26

>Armour-Piercing Damage: 10

>Armour: 11,25%

https://static.wikia.nocookie.net/w...est/scale-to-width-down/300?cb=20160614025458

Wildwood Rangers: Wildwood Rangers are those Elves that have suffered a great tragedy by the hands of those entities that live within the Wildwoods, and have thusly dedicated their lives in patrolling those cursed grounds.

>Cost: 1000

>Health: 76

>Leadership: 80

>Speed: 58

>Melee attack: 48

>Melee defence: 36

>Weapon Damage: 9

>Armour-Piercing Damage: 27

>Armour: 30%

https://static.wikia.nocookie.net/w...Rangers.png/revision/latest?cb=20160613192301

Bladesinger: Bladesingers are elite Wardancers, second only to the great Shadowdancers.

>Cost: 800

>Health: 84

>Leadership: 85

>Speed: 58

>Melee attack: 44

>Melee defence: 42

>Weapon Damage: 26

>Armour-Piercing Damage: 10

>Armour: 11,25%

https://static.wikia.nocookie.net/w...est/scale-to-width-down/125?cb=20211028173136

Naiad: Naiads are beautiful and elusive nature spirits that inhabit some rivers of the Old World. Like Dryads, they are natural shapeshifters, and can assume a terrible war-form. They usually appear as slender elfin women with pale, blue-tinged flesh. They have white or blue hair and eyes, and they always seem to be wet. Naiads prefer seclusion, and ferociously defend their territory from perceived threats. They are inscrutable creatures, with deep passions that are quick to rise without warning.

>Cost: 450

>Health: 52

>Leadership: 55

>Speed: 58

>Melee attack: 23

>Melee defence: 15

>Weapon Damage: 19

>Armour-Piercing Damage: 5

>Armour: 35%

https://static.wikia.nocookie.net/w...est/scale-to-width-down/320?cb=20180419205528

Glade Guard - The Glade Guards forms the very core of Athel Loren's armies. In time of need, every Wood Elf can answer the call to defend their forest home, for all are trained in the arts of the longbow as soon as they can hold one.

>Cost: 500

>Health: 61

>Leadership: 60

>Speed: 58

>Melee attack: 20

>Melee defence: 27

>Weapon Damage: 23

>Armour-Piercing Damage: 3

>Missile Damage: 18

>Armour Piercing Missile Damage: 4

>Range: 170

>Armour: 11,25%

https://static.wikia.nocookie.net/w...est/scale-to-width-down/250?cb=20160614021649

Deepwood Scouts: Deepwood Scouts hold the responsibility of patrolling those areas of the forest deemed too dangerous for Glade Guard to enter. To tread such paths, an Elf must be invisible not only to a predator's sight, but to his other senses also - no easy matter when contending with otherworldly creatures to whom an Elf's soul manifests as a brightly burning light.

>Cost: 700

>Health: 58

>Leadership: 68

>Speed: 58

>Melee attack: 18

>Melee defence: 22

>Weapon Damage: 23

>Armour-Piercing Damage: 3

>Missile Damage: 14

>Armour Piercing Missile Damage: 4

>Range: 180

>Armour: 11,25%

https://static.wikia.nocookie.net/w...est/scale-to-width-down/251?cb=20160614031038

Waywatchers: Waywatchers are silent sentinels, the guardians of the paths leading into Athel Loren. They are masters of concealment, and can lie unmoving and unnoticed for days on end before springing an ambush on a startled and unfortunate prey.

>Cost: 1200

>Health: 76

>Leadership: 72

>Speed: 58

>Melee attack: 28

>Melee defence: 28

>Weapon Damage: 25

>Armour-Piercing Damage: 7

>Missile Damage: 6

>Armour Piercing Missile Damage: 20

>Range: 190

>Armour: 11,25%

https://static.wikia.nocookie.net/w...watcher.png/revision/latest?cb=20160613190649

-Cavalry/War Beasts: Calling forth from the forests and jungles, Athel Loren command armies of wild creatures to their command in the defence of the forest.

Tree Kin: Tree Kin is the name given to the spirits of Athel Loren that bond themselves with dead trees to create an abominable, moving tree monster. They are, in essence, lesser forms of Treemen.

>Cost: 900

>Health: 540

>Leadership: 70

>Speed: 58

>Melee attack: 26

>Melee defence: 46

>Weapon Damage: 60

>Armour-Piercing Damage: 26

>Armour: 60%

https://static.wikia.nocookie.net/w...est/scale-to-width-down/300?cb=20160614071600

Wild Riders: The Wild Riders of Kurnous are Orion's personal guard, each as aggressive and impulsive as he. They are fey and dangerous creatures who are no longer truly the Elves they once were. Now and forever they are a part of the Wild Hunt's eternal glory. They ride Steeds of Kurnous, physical manifestations of the hunt.

>Cost: 1100

>Health: 99

>Leadership: 70

>Speed: 58

>Melee attack: 34

>Melee defence: 25

>Weapon Damage: 27

>Armour-Piercing Damage: 13

>Armour: 30%

https://static.wikia.nocookie.net/w...est/scale-to-width-down/300?cb=20160614033047

Glade Riders: Forming a friendship of trust and understanding with their horses, Glade Riders move swiftly through the forest branches to bring their deadly bows to bear on the less mobile intruders. Glade Riders are capable of both ranged combat and close combat and often provide a curtain force on the front ranks, to delay and channel the intruder into a prepared devastating attack by wardancers, dryads, treekin and treemen.

>Cost: 700

>Health: 72

>Leadership: 60

>Speed: 58

>Melee attack: 28

>Melee defence: 24

>Weapon Damage: 21

>Armour-Piercing Damage: 7

>Missile Damage: 18

>Armour Piercing Missile Damage: 4

>Range: 150

>Armour: 11,25%

https://static.wikia.nocookie.net/w...est/scale-to-width-down/300?cb=20160614022315

Warhawk Riders: Warhawk Riders are light, flying units used mostly for march-blocking and hit-and-run tactics. They are highly skilled elves riding agile, giant hawks, and resemble a sort of aerial cavalry.

>Cost: 1000

>Health: 174

>Leadership: 60

>Speed: 58

>Melee attack: 25

>Melee defence: 18

>Weapon Damage: 11

>Armour-Piercing Damage: 34

>Missile Damage: 19

>Armour Piercing Missile Damage: 8

>Range: 140

>Armour: 11,25%

https://static.wikia.nocookie.net/w...est/scale-to-width-down/300?cb=20160614024224

Sisters of the Thorn: The Sisters of the Thorn are Ariel's handmaidens. In many ways, they are equal and opposite to the Wild Riders of Kurnous, a sisterhood pledged to sorcery and subtlety where Orion's equerries know loyalty only to the glory of the hunt. Where the Wild Riders are borne into battle on steeds as reckless as they, the Sisters ride upon Steeds of Isha — mounts whose viciousness lies hidden beneath a graceful aspect.

>Cost: 1200

>Health: 94

>Leadership: 85

>Speed: 58

>Melee attack: 34

>Melee defence: 33

>Weapon Damage: 19

>Armour-Piercing Damage: 9

>Missile Damage: 20

>Armour Piercing Missile Damage: 10

>Range: 90

>Armour: 11,25%

https://static.wikia.nocookie.net/w...est/scale-to-width-down/300?cb=20160613193127

Great Eagle: A Great Eagle is just that — an eagle of epic proportions. They live in the Grey Mountains, or on the very highest treetops of Athel Loren and have a special connection with elves. Wood elves use eagles as deadly flying monsters. Some heroes of the Wood Elf race are even known to ride them to battle.

>Cost: 800

>Health: 4655

>Leadership: 60

>Speed: 58

>Melee attack: 44

>Melee defence: 30

>Weapon Damage: 234

>Armour-Piercing Damage: 156

>Armour: 22, 5%

https://static.wikia.nocookie.net/w...est/scale-to-width-down/300?cb=20160430202727

Treemen: Treemen are the most powerful spirits in Athel Loren. They, unlike Tree Kin, are permanently bound to a living tree, making a connection that only death can sever. Also, Treemen are ancient beings - some are old beyond mortal reckoning- of gigantic size and have many abilities that Tree Kin do not. One example is the mystical power of tree-singing, which can enable trees to walk or attack nearby enemies.

>Cost: 1500

>Health: 9320

>Leadership: 90

>Speed: 58

>Melee attack: 45

>Melee defence: 56

>Weapon Damage: 130

>Armour-Piercing Damage: 300

>Armour: 75%

https://static.wikia.nocookie.net/w...est/scale-to-width-down/250?cb=20160624201443

Forest Dragons: Forest Dragons are mighty serpentine beasts that dwell within the enchanted woodlands of Athel Loren. Protected by the forest canopy and shielded from the attentions of young heroes seeking to make names for themselves by the sheer rock faces of the chasms, these Forest Dragons thrived and multiplied.

>Cost: 1800

>Health: 6000

>Leadership: 65

>Speed: 58

>Melee attack: 46

>Melee defence: 38

>Weapon Damage: 135

>Armour-Piercing Damage: 305

>Armour: 37,5%

https://static.wikia.nocookie.net/w...est/scale-to-width-down/300?cb=20160614042838

Great Cat: Great Cats, also called Wild Cats, live in forest and mountain areas away from Humans. They are slender, rangy creatures, about the size of a large Hunting Dog, standing about 2 ft at the shoulder and measuring almost 6 ft from nose to tail. Their fur is mottled with black and brown stripes, providing them with near-perfect camouflage in a shadowed forest. They feed on Deer, Giant Rats, and small game of various kinds.

>Cost: 180

>Health: 600

>Leadership: 65

>Speed: 58

>Melee attack: 16

>Melee defence: 18

>Weapon Damage: 35

>Armour-Piercing Damage: 30

>Armour: 7,5%

https://static.wikia.nocookie.net/w...est/scale-to-width-down/237?cb=20220128110413

Zoats: Zoats are mysterious centauroid creatures of reptilian appearance that inhabit the deepest forests of the Old World and practice magic.

>Cost: 280

>Health: 700

>Leadership: 65

>Speed: 58

>Melee attack: 36

>Melee defence: 38

>Weapon Damage: 45

>Armour-Piercing Damage: 40

>Armour: 27,5%

https://static.wikia.nocookie.net/w...est/scale-to-width-down/300?cb=20170105233132

Great Stag Knights: Great Stag Knights are an elite class of Wild Riders who ride Great Stags rather than Steeds of Kurnous.

>Cost: 1200

>Health: 100

>Leadership: 70

>Speed: 58

>Melee attack: 44

>Melee defence: 35

>Weapon Damage: 37

>Armour-Piercing Damage: 23

>Armour: 30%

https://static.wikia.nocookie.net/w...est/scale-to-width-down/300?cb=20220315155140

-Wood Elves traits:

The warriors of the forest: Wood elves have defended their home from intruders since eons, making them expert guerrilla fighters. While the Amazon forest pales in comparison to Athel Loren…it will do for now. (90% bonus when fighting in forest/jungle)

The Elven Council: In theory, Orion and Ariel rule above the Wood Elves, but in reality, the various lords all rule in semi-independence. That being said, this does not mean a lack of loyalty from their part. (+80 out of +100 stability, +10 out of +100 centralized government)

Wood Elves settlement: The Wood Elves rule the forests and care little of the outside world. This may cause problems with the natives they essentially rule. This created a clear division between the new guardians (the Asrai) and their new subjects (the natives). (Wood elves can only build military facilities in forests/jungles, remaining zones are to be used to build other infrastructures. Wood Elf territories are less likely to suffer Maverick raids.)

The pathfinders: The Asrai have travelled the forests of Mallus for centuries. Trasversing these forests will be a walk in the park. (The Asrai can fast travel to any region of the world so long as there's a forest or jungle connected to their controlled territory.)

If there are any things that I should modify/add, let me know.



I hope you guys like this new update! Be sure to like(if you like it), comment(please comment so I can learn what your opinion is) and.....follow I guess.
 
Race Introduction 13: High Elves
High Elves

The High Elves, or the Asur, as they call themselves, are one of the most ancient and powerful mortal civilisations within Mallus. Hailing from a mighty mist-shrouded island-continent located within the centre of the Great Ocean, the High Elves of Ulthuan are a proud and mighty nation of masterful warriors, peerless mages and lords of the sky and sea. They are an ancient race with powerful armies and even grander magic, building a grand and all-mighty civilisation who, alongside the Dwarfs, fought a long-forgotten, apocalyptic war which saw some of the greatest and most powerful mortal heroes battle against the great darkness that tried to consume the world many thousands of years ago. At the zenith of their power, the world was truly theirs for the taking.

After Mutilator stranded the creatures of Mallus on Earth, it was the Asur who first instaurated relations with the native people, when Tecils, High Loremaster of Hoeth, saved the lives of Praire and her soldiers. After the betrayal of Serpent and the reveal of his plan of domination, the Asur aided Praire and her soldiers, the Guardians, to repel his attack. And from that day, the city one known as Tokyo became New Ulthuan. And as the lesser races begun to infiltrate within this planet societies and politics, it became the duty of the Asur to restore order, as they did in Mallus.

-Lords of New Ulthuan

Finubar: the Seafarer is the current Phoenix King of Ulthuan and the ruler of New Ulthuan. He was already famous for his voyages to the Old World before being elected by the princes of the High Elves. Finubar is described as tall, narrow of face and keen of eye. Indeed, the handsome monarch is noted for having a look of one "whose eyes were always seeking the next horizon", with green eyes that match the thousands of gems set within the Emerald Gate of Lothern. His blond hair is almost as pale as the cloaks of his White Lion bodyguards.

https://static.wikia.nocookie.net/w...est/scale-to-width-down/350?cb=20160120000131

-Alarielle: Alarielle the Radiant is the current Everqueen of the High Elves, the eleventh to rule since the time of Phoenix King Aenarion many thousands of years ago and the current Everqueen of New Ulthuan. Alarielle, like previous Everqueens, represents the mortal embodiment of Isha, Mother-Goddess of the Elven race. She is the spiritual heart of all of Ulthuan, her glowing hair is like a golden cloud, and it is said that so great and timeless is her beauty that it can move even the immortal gods to tears.

https://static.wikia.nocookie.net/w...est/scale-to-width-down/350?cb=20161220052843

-Tyrion: Prince Tyrion, Heir of Aenarion, Champion of the Everqueen, and Defender of Ulthuan is the greatest living High Elven warrior of this age. So valiant and skilled is he that the bards of Ulthuan sing that he is nothing less then Aenarion reborn — a tale that is given credence far beyond Ulthuan's shores. Since Tyrion's meteoric rise to fame, many have whispered of his destiny to lead the High Elves towards a glorious future, and perhaps one day to take the Phoenix Crown. If Tyrion hears such gossip, he pays it no heed, for he is unswervingly loyal to Finubar. Thus does Tyrion concern himself only with the twin duties of protecting Ulthuan and its Everqueen, the beloved Alarielle.

https://static.wikia.nocookie.net/w...est/scale-to-width-down/350?cb=20161214013318

-Teclis: Prince Teclis, High Loremaster of Hoeth and Warden of the White Tower, is considered by many to be one of the greatest and most powerful spellcasters the world has ever known. Teclis is the twin brother of Tyrion, the famous Elven Hero, and the widely-proclaimed Defender of Ulthuan. Being of the line of Aenarion, each of his descendants are destined for greatness amongst the Ten Kingdoms. This has made Tyrion a masterful warrior and general, and in turn, this greatness makes Teclis one of the most powerful living mages in the world. It was him who saved the Guardians from a Maverick attack, and it was him that took the two young heroes Vent and Alie under his tutelage.

https://static.wikia.nocookie.net/w...est/scale-to-width-down/350?cb=20161217081142

-Alith Anar: Alith Anar, Shadow King, and Prince of Nagarythe is the current ruler of the Kingdom of Nagarythe and last of the noble line of House Anar. Tradition maintains that the Nagarythe chose Alith Anar as ruler after Malekith fled into the west. The lord was the last heir of a great line, his forebears having been slain by the Witch King's minions.

https://static.wikia.nocookie.net/w...est/scale-to-width-down/332?cb=20161220223009

-Eltharion: Eltharion the Grim, Prince of Yvresse and Warden of Tor Yvresse, is one of the greatest of all Elven lords. Many times has he achieved what would have been thought impossible. It was Eltharion who was the first of Ulthuan's generals to dare an assault on Naggarond itself and live to speak of it, and he who finally brought about the defeat of Waaagh! Grom. For his valour in that battle, Eltharion was elected Warden of Tor Yvresse and, though he is a dour ruler, the people of that fair city love him dearly.

https://static.wikia.nocookie.net/w...est/scale-to-width-down/332?cb=20161220221023

-Imrik: Prince Imrik, Crown Prince of Caledor and Lord of Dragons is the last descendant of the first archmage Caledor Dragontamer. He is amongst the few who can rouse the slumbering drakes in times of strife, and is acclaimed as the greatest warrior upon Ulthuan, save for Prince Tyrion. Though he knows it not, his bloodline's fate is intertwined with the elven species. If Imrik should die, his entire race will follow soon after.

https://static.wikia.nocookie.net/w...est/scale-to-width-down/267?cb=20161220053424

-Korhil: Korhil, Hunter-Captain of the White Lions is the leader of the White Lion honor guard, the personal bodyguard, and trusted friend of Phoenix King Finubar the Seafarer. When Korhien Ironglaive, the previous Captain of the White Lions met his death at the hands of the Dark Elf Assassin Urian Poisonblade, the bodyguard of the Phoenix King gathered to elect a new leader from amongst their ranks. Their choice, approved and blessed by the Phoenix King Finubar, was the warrior Korhil.

https://static.wikia.nocookie.net/w...est/scale-to-width-down/300?cb=20160122201933

-Caradryan: Caradryan of the Flame is the current Captain of the Phoenix Guard. An arrogant lordling in his youth, Caradryan made a pilgrimage to the Shrine of Asuryan. There, in perhaps the worst display of arrogance in his life, Caradryan stole into the holy Chamber of Days. What he witnessed there, no-one knows, but when he emerged he was a changed man. On his forehead was the glowing rune of Asuryan, marking him as the servant of the Creator God. On that day, Caradryan gave up all his worldly possessions and took the vow of the Phoenix Guard. He has not uttered a word ever since.

https://static.wikia.nocookie.net/w...est/scale-to-width-down/300?cb=20181111200712

-Aislinn: The current Sea Lord, Aislinn (sometimes spelled Aislin), is a phenomenal tactician and implacable foe. Under his control the High Elf fleet has gained scores of impressive victories. While none question his successes, it has been noted that Lord Aislinn carries out his duties with ruthless enthusiasm and an air of viciousness that many in the courts of Ulthuan find distasteful. Indeed, Finubar himself has made note that not even the counsel of a king will sway Aislinn's thoughts once his mind is made up.

https://static.wikia.nocookie.net/w...est/scale-to-width-down/164?cb=20160801120835

-Althran Stormrider: Prince Althran Stormrider comes from a proud and noble family, one that can trace its ancestry back thousands of years to the first of the High Elf Phoenix Kings. Since that time Prince Althran's ancestors have led High Elf armies all around Mallus, earning great glory and renown. Althran Stormrider is determined to carry on this grand tradition, and he will stop at nothing to protect his people and the domains of Ulthuan from the ravages of lesser, more primitive races.

https://static.wikia.nocookie.net/w...est/scale-to-width-down/270?cb=20200702013116

-Belannaer: Belannaer the Wise, Master of the Tower, is the oldest living loremaster of Ulthuan, and long-time advisor to King Finubar. The tutor of Teclis, Belannaer is second in power only to his former student.

https://static.wikia.nocookie.net/w...est/scale-to-width-down/350?cb=20200411030959

-Liandra Athinol: Liandra Athinol was a proud and strong High Elf warrior during the War of the Beard who fought with hatred against the Dwarfs when the last of her family was killed.

https://static.wikia.nocookie.net/w...est/scale-to-width-down/300?cb=20200324123816

-Yrellian: Prince Yrellian of Ulthuan, the first born son of Phoenix King Finubar the Seafarer, fell in love with the open ocean in the first years of his infancy. Behind their back, many of the court whispered that his love of the sea was the only thing he had in common with his father.

https://static.wikia.nocookie.net/w...est/scale-to-width-down/178?cb=20170416234954

-Eldyra: Eldyra is the personal squire of Prince Tyrion of Ulthuan.

https://static.wikia.nocookie.net/w...est/scale-to-width-down/250?cb=20161215023441

-Lords/Heroes:

-High Elf Prince: The High Elven Princes of Ulthuan are the greatest and most skillful generals, strategist and warriors this world will ever see. Depending on their wealth and the kingdom of their birth, the princes of Ulthuan fight in many different ways. Those of Tiranoc typically do battle from the back of swift-wheeled chariots, while the lords of Lothern often stand, spear and bow in hand, amidst the ranks of the Sea Guard. Those with the greatest wealth might ride upon a Great Eagle or Griffon or, in the case of the mightiest princes of Caledor, upon a Dragon. Such steeds are invariably a symbol of status, as well as lending a brutal advantage in the midst of battle.

>Cost: 850

>Health: 4060

>Leadership: 80

>Speed: 58

>Melee attack: 60

>Melee defence: 60

>Weapon Damage: 260

>Armour-Piercing Damage: 140

>Armour: 60%

https://static.wikia.nocookie.net/w...est/scale-to-width-down/250?cb=20161210075545

-High Elf Archmage: High Elf Mages are aspirants to the Magical arts, but due to their natural affinity to the Winds of Magic, they are far more powerful then even the most experience Imperial Battle Wizard. By lineage and inclination, the Elves are a magical race. They are fascinated by the secrets of sorcery, and their mages' nimble minds can embrace a deeper understanding of its subtleties and whims than other wizards. It is well that this is so, for without the magics of the High Elf Mages, Ulthuan would have long since have slipped beneath the waves or been overwhelmed by the black sorceries of Naggarothi sorcerers.

>Cost: 1000

>Health: 2865

>Leadership: 75

>Speed: 58

>Melee attack: 36

>Melee defence: 28

>Weapon Damage: 200

>Armour-Piercing Damage: 85

>Armour: 11,25 %

https://static.wikia.nocookie.net/w...rchmage.png/revision/latest?cb=20161210074043

-High Elf Noble: High Elf Nobles are the leaders of their own respected armies and companies, warriors whose skill at arms and years of experience far surpass those of any other mortal race. The noble families of Ulthuan have led the High Elves through times of peace and conflict for thousands of years. They pride themselves on a deep sense of honour, as well as the mastery of both diplomacy and war as art forms.

>Cost: 750

>Health: 3680

>Leadership: 75

>Speed: 58

>Melee attack: 42

>Melee defence: 50

>Weapon Damage: 120

>Armour-Piercing Damage: 220

>Armour: 60 %

https://static.wikia.nocookie.net/w...est/scale-to-width-down/250?cb=20161210080049

-Handmaidens of the Everqueen: The Handmaidens of the Everqueen are the bodyguard of Alarielle, the highest rank of all Sisters of Avelorn. The Handmaidens are not mere courtiers and attendants, but a warrior guard whose duty is to serve and protect their mistress. Only those with great natural gifts are chosen, the most talented singers and musicians, the most beautiful, the fleetest and most graceful, but above all the most loyal.

>Cost: 750

>Health: 3680

>Leadership: 75

>Speed: 58

>Melee attack: 40

>Melee defence: 52

>Weapon Damage: 250

>Armour-Piercing Damage: 110

>Armour: 30 %

>Missile Damage: 55

>Armour Piercing Missile Damage: 125

>Range: 180

https://static.wikia.nocookie.net/w...est/scale-to-width-down/250?cb=20210113142854

-Loremasters of Hoeth: The High Elf Loremasters of Hoeth are invariably gifted warriors, for their intellects find even the exacting disciplines of the Swordmasters almost childishly easy to master. Similarly, each Loremaster has a faultless grasp of the principles of magical lore. However, he seldom wastes time in committing more than a sliver of battle magic to memory: he is concerned with weightier and more elusive spells that are little suited to the battlefield.

>Cost: 800

>Health: 3680

>Leadership: 75

>Speed: 58

>Melee attack: 55

>Melee defence: 45

>Weapon Damage: 125

>Armour-Piercing Damage: 235

>Armour: 67,5 %

https://static.wikia.nocookie.net/w...est/scale-to-width-down/250?cb=20161210074912

-High Elf Mage: High Elf Mages are aspirants to the Magical arts, but due to their natural affinity to the Winds of Magic, they are far more powerful then even the most experience Imperial Battle Wizard. By lineage and inclination, the Elves are a magical race. They are fascinated by the secrets of sorcery, and their mages' nimble minds can embrace a deeper understanding of its subtleties and whims than other wizards.

>Cost: 1000

>Health: 3412

>Leadership: 60

>Speed: 58

>Melee attack: 36

>Melee defence: 28

>Weapon Damage: 200

>Armour-Piercing Damage: 85

>Armour: 11,25 %

https://static.wikia.nocookie.net/w...est/scale-to-width-down/250?cb=20161210080931

-Anointed of Asuryan: The Anointed of Asuryan are the greatest and most powerful of the Phoenix Guard. In both matters of martial and spiritual, the Phoenix Guard take their lead from their Anointed of Asuryan. These learned sages were once Phoenix Guards themselves, but over the centuries have chosen to immerse themselves in Asuryan's teachings. Much of their existence is spent within the Chamber of Days, learning the lessons of past and future.

>Cost: 950

>Health: 4160

>Leadership: 80

>Speed: 58

>Melee attack: 70

>Melee defence: 70

>Weapon Damage: 300

>Armour-Piercing Damage: 200

>Armour: 60%

https://static.wikia.nocookie.net/w...est/scale-to-width-down/250?cb=20161209000008

-Lothern Sea Helms: Lothern Sea Helms are the greatest heroes of Lothern, an order founded in the time of Bel Shanaar. With both spear and bow they have perfected the quicksilver strike that cheats shields and parries to pierce throats, hearts or skulls. Sea Helms often take their place amongst the ranks of Lothern Sea Guard, so that their presence might inspire others to greatness.

>Cost: 850

>Health: 3780

>Leadership: 75

>Speed: 58

>Melee attack: 52

>Melee defence: 60

>Weapon Damage: 220

>Armour-Piercing Damage: 320

>Armour: 60 %

>Missile Damage: 55

>Armour Piercing Missile Damage: 125

>Range: 180

https://static.wikia.nocookie.net/w...est/scale-to-width-down/300?cb=20180508145311

-Dragon Mages: The Dragon Mages are mighty Mages of the Kingdom of Caledor, Elves who have a sensitivity not only to magic, but also to the minds of slumbering Dragons. Many nascent Dragon Mages only recognise their destiny when their sleep becomes haunted by dreams of fire and blood, in which they ride Dragons the colour of the setting sun. Such dreams mark the dying days of a mage's tutelage, for they herald an impetuousness that is ill-suited to the study of anything other than Fire Magic.

>Cost: 1000

>Health: 3312

>Leadership: 60

>Speed: 58

>Melee attack: 46

>Melee defence: 48

>Weapon Damage: 200

>Armour-Piercing Damage: 85

>Armour: 11,25 %

https://static.wikia.nocookie.net/w...est/scale-to-width-down/250?cb=20161210081719

-High Elves Infantry: What they lack in numbers, the High Elves compensate in skills. Their infantry is fast moving, allowing to strike with precision and strength in a way no other race can.

High Elf Spearmen: High Elf Spearmen are the elite, second-tier citizen-militia within Ulthuan's armies, acting as a disciplined line of warriors that puts even the most battle-hardened Human warrior to shame. It is only after a decade or more of fighting as an Archer and once his worth is proven, does a high Elf then becomes a spearmen. After years of training a regiment of High Elf Spears becomes a finely honed killing machine.

>Cost: 500

>Health: 55

>Leadership: 70

>Speed: 58

>Melee attack: 20

>Melee defence: 38

>Weapon Damage: 19

>Armour-Piercing Damage: 6

>Armour: 30 %

https://static.wikia.nocookie.net/w...est/scale-to-width-down/250?cb=20161205014316

High Elf Rangers: High Elf Rangers are High Elven warriors hailing from the more rural and insular corners of Ulthuan. Lightly armoured, yet swifter than the regular High Elven militia levied from the bigger cities, Rangers will come together in small warbands and join Asur armies when the need arises.

>Cost: 600

>Health: 55

>Leadership: 70

>Speed: 58

>Melee attack: 28

>Melee defence: 24

>Weapon Damage: 21

>Armour-Piercing Damage: 7

>Armour: 22.5 %

https://static.wikia.nocookie.net/w...est/scale-to-width-down/400?cb=20220102103029

White Lions: The White Lions have served as the personal guard of the Phoenix King since the time of Caledor the First. Whilst hunting in Chrace, Caledor received news that he was to be next Phoenix King. He immediately took the road to the Shrine of Asuryan, but was intercepted by Dark Elf Assassins. He would surely have died, but for the intervention of a party of Chracian woodsmen who swept out of the forest to defend him. The Chracians slew the Dark Elves and, thereafter, saw Caledor safely to the Phoenix Shrine, employing every iota of their woodcraft to avoid further Dark Elf ambushes that lay in their path. Caledor's first act, once crowned as Phoenix King, was to form the Chracians into an official bodyguard based in Lothern.

>Cost: 800

>Health: 67

>Leadership: 75

>Speed: 58

>Melee attack: 36

>Melee defence: 28

>Weapon Damage: 9

>Armour-Piercing Damage: 25

>Armour: 67.5 %

https://static.wikia.nocookie.net/w...est/scale-to-width-down/250?cb=20161209000702

Silverin Guard: The Silverin Guard are an example of the High Elf tendency to save their most prized warriors for the defence of the homeland. Historically tasked with the guardianship of the most valuable Waystones of Tor Yvresse, the Silverin suits of armour are said to have been fashioned in the time of Yvresse's founding; enchanted mails intended for use in an age when Daemons roamed freely across the kingdom's hills.

>Cost: 850

>Health: 60

>Leadership: 75

>Speed: 58

>Melee attack: 28

>Melee defence: 42

>Weapon Damage: 24

>Armour-Piercing Damage: 8

>Armour: 56.25 %

https://static.wikia.nocookie.net/w...est/scale-to-width-down/250?cb=20161011025909

Swordmasters of Hoeth: The Swordmasters of Hoeth are exemplars of the martial arts. Each has studied warfare and personal combat for decades, or even centuries. It is even said that highest masters of the order can slay a foe with but a touch, or kill with a single precisely-pitched whistle. When Ulthuan marches to war, none go more eagerly than the Swordmasters of Hoeth, for only in war can they truly unleash the full extent of their deadly art. As the Swordmasters advance, their blades blur and weave, knocking aside arrows in mid-flight and leaving trails of bloody spray wherever Hoeth-forged steel tastes flesh.

>Cost: 1250

>Health: 76

>Leadership: 80

>Speed: 58

>Melee attack: 46

>Melee defence: 36

>Weapon Damage: 11

>Armour-Piercing Damage: 25

>Armour: 67.5 %

https://static.wikia.nocookie.net/w...est/scale-to-width-down/250?cb=20161205023222

Phoenix Guard: The Phoenix Guard are the guardians of the Shrine of Asuryan, the great pyramid temple in the Sea of Dreams. Deep within lies the Chamber of Days. On its ancient walls, it is said, are the histories of past, present and future, etched in words of fire. Legend tells that any who behold the wall shall forever be cursed with knowledge of their own death. The Phoenix Guard do not utter a word. It is forbidden for those who have seen the secrets of time to speak of them, and all who do so take a magical vow of silence from which they can never be released.

>Cost: 1400

>Health: 76

>Leadership: 90

>Speed: 58

>Melee attack: 38

>Melee defence: 40

>Weapon Damage: 11

>Armour-Piercing Damage: 25

>Armour: 75 %

https://static.wikia.nocookie.net/w...est/scale-to-width-down/250?cb=20161209000323

High Elf Archers: High Elf Archers are disciplined, keen-eyed citizen-militia that serves the armies of Ulthuan as part of their civic duties to protect their kingdom against all threats. As a result of Phoenix King Morvael's introduction of the levy system, over a thousand years ago the majority of Ulthuan's armies are composed of citizen militia. This system made it so all Elves receive military training, whether it be a craftsman, tradesman or artist, they all must fight in defense of Ulthuan in times of war.

>Cost: 475

>Health: 55

>Leadership: 60

>Speed: 58

>Melee attack: 16

>Melee defence: 14

>Weapon Damage: 19

>Armour-Piercing Damage: 5

>Armour: 11.25 %

>Missile Damage: 16

>Armour Piercing Missile Damage: 3

>Range: 180

https://static.wikia.nocookie.net/w...est/scale-to-width-down/255?cb=20171103163042

Lothern Sea Guard: The Lothern Sea Guard are the specialised citizen-militia of the Kingdom of Eataine, fighting as effectively on land as at sea, and are equally resolute when defending the walls and fields of Lothern as they are when battling on the deck of a ship. These dangerous duties require the Sea Guard to maintain a flexible armoury. The vast majority are well-trained in the use of spear, shield and bow — the better to combine the finest aspects of the spear and archer regiments of other cities and realms. Indeed, it is a point of pride in Lothern that the discipline of their warriors far surpasses that of any found elsewhere in Ulthuan.

>Cost: 750

>Health: 60

>Leadership: 70

>Speed: 58

>Melee attack: 22

>Melee defence: 32

>Weapon Damage: 20

>Armour-Piercing Damage: 8

>Armour: 30 %

>Missile Damage: 15

>Armour Piercing Missile Damage: 4

>Range: 165

https://static.wikia.nocookie.net/w...est/scale-to-width-down/250?cb=20161205020715

Gate Guard: The Asur Gate Guard are a regiment of High Elf Warriors who fight with both bow and spear. Trained for the sole purpose of defending Ulthuan's Fortress Gates, they act as the backbone of the Gates' garrisons. They don't march to war along with High Elven hosts, as their purpose is to always be present to defend the Gates.

>Cost: 850

>Health: 60

>Leadership: 72

>Speed: 58

>Melee attack: 28

>Melee defence: 32

>Weapon Damage: 21

>Armour-Piercing Damage: 9

>Armour: 37.5 %

>Missile Damage: 16

>Armour Piercing Missile Damage: 3

>Range: 180

https://static.wikia.nocookie.net/w...est/scale-to-width-down/120?cb=20190722205541

Shadow Warriors: The Shadow Warriors are an elite band of scouts, warriors and assassins, who are the descendants of loyalist Elves from the Kingdom of Nagarythe during the time of the great Sundering. The Shadow Warriors are masters of ambush and guerrilla warfare, elite warriors even among other Elves. They strike swiftly and noiselessly from concealment with deadly accurate volleys from their longbows, before charging forth to slay any survivors with a flurry of blades. At some point, every race has felt the wrath of the Shadow Warrior, for they go before the armies of the Asur wherever they fight, slaughtering the enemy's scouts and clearing a path for the main force.

>Cost: 900

>Health: 72

>Leadership: 72

>Speed: 58

>Melee attack: 36

>Melee defence: 22

>Weapon Damage: 21

>Armour-Piercing Damage: 10

>Armour: 22.5 %

>Missile Damage: 18

>Armour Piercing Missile Damage: 4

>Range: 180

https://static.wikia.nocookie.net/w...est/scale-to-width-down/250?cb=20150622233239

Shadow-Walkers: The Shadow-Walkers are the very elite of Alith Anar's Shadow Warriors, with each of their number having been in the Shadow King's service for hundreds of years.

>Cost: 1100

>Health: 74

>Leadership: 75

>Speed: 58

>Melee attack: 40

>Melee defence: 27

>Weapon Damage: 24

>Armour-Piercing Damage: 10

>Armour: 22.5 %

>Missile Damage: 22

>Armour Piercing Missile Damage: 5

>Range: 180

https://static.wikia.nocookie.net/w...est/scale-to-width-down/120?cb=20190722210655

Sisters of Avelorn: The Sisters of Avelorn are the personal guardians and hand-maidens of the Kingdom of Avelorn and the Everqueen herself. There are regions of Avelorn that the citizen levies are forbidden to enter. Some are sacred places of power, intrinsically linked with the rites of renewal by which the Everqueen are helps sustain Ulthuan and its people. Others are dark and dangerous, places from which the touch of Chaos never truly faded. It is the duty of the Sisters of Avelorn to watch over such places; to ensure that the sacred lands remain sacrosanct, and that the beasts who dwell in the tainted reaches stray not -- or are swiftly slain if they do.

>Cost: 1100

>Health: 76

>Leadership: 82

>Speed: 58

>Melee attack: 36

>Melee defence: 38

>Weapon Damage: 22

>Armour-Piercing Damage: 10

>Armour: 30 %

>Missile Damage: 4

>Armour Piercing Missile Damage: 18

>Range: 180

https://static.wikia.nocookie.net/w...est/scale-to-width-down/250?cb=20161205022354

-Cavalry/War Beasts/War Machines: Rulers of the skies and the seas, the Asur war gear and beasts match their speed and power, creating a terrifying presence in the battlefield.

Ellyrian Reavers: The Ellyrian Reavers, or Reaver Knights, are a famous formation of elite Ellyrian horsemen who are famous for their abilities as swift and agile horse archers. In the time of Caledor I, all Ulthuan was in turmoil and the armies of Malekith roamed freely, destroying and slaying at will. With his armies already stretched to the limit, the Phoenix King called for brave young horsemen to ride the troubled land.

>Cost: 550

>Health: 79

>Leadership: 64

>Speed: 58

>Melee attack: 30

>Melee defence: 26

>Weapon Damage: 21

>Armour-Piercing Damage: 7

>Armour: 30 %

https://static.wikia.nocookie.net/w...est/scale-to-width-down/300?cb=20161209091757

Silver Helms: The Silver Helms are seen as the perfect exemplars of mounted martial grace and valor to which young Elves should aspire. Dragon Princes are too distant and aloof, Ellyrian Reavers perhaps a touch too wild and uncivilized; Silver Helms are proud without being haughty, and brave without being undisciplined. Thus, Ulthuan's legends more often center around the deeds of its Silver Helms than any other warriors within the ten realms.

>Cost: 900

>Health: 88

>Leadership: 72

>Speed: 58

>Melee attack: 34

>Melee defence: 24

>Weapon Damage: 23

>Armour-Piercing Damage: 9

>Armour: 67.5 %

https://static.wikia.nocookie.net/w...est/scale-to-width-down/250?cb=20161209001520

Dragon Princes: The Dragon Princes of Caledor are amongst the greatest and most noble Knights the world has ever known. Long ago, Ulthuan was dominated by the valorous deeds and wise rule of Caledor's Dragon Princes. Now, the royal bloodline has faded, and the power of the Dragons has diminished, but Caledor's pride still shines bright. The princes of Caledor once rode Dragons, but today they ride to war upon swift horses. Both mount and rider wear crested ithilmar armour whose style echoes that of the heart of Vaul's Anvil, where ancient enchantments are bound into the cooling ithilmar, ensuring that no lesser flame than the fires of Vaul can offer harm to the armour or its wearer.

>Cost: 1400

>Health: 98

>Leadership: 85

>Speed: 58

>Melee attack: 36

>Melee defence: 32

>Weapon Damage: 31

>Armour-Piercing Damage: 13

>Armour: 81.59 %

https://static.wikia.nocookie.net/w...est/scale-to-width-down/250?cb=20161209214721

Tiranoc Chariots: The Tiranoc Charioteers fight with incredible skill, deft reactions complementing the speed of their straining Elven steeds. Thus do they find passage where lesser mortals could not hope to do so: they weave between enemy units at full speed, raining arrows onto unprotected flanks and raking enemy lines with steel-tipped spears. Only when the enemy is sufficiently weakened do the Tiranoc Charioteers crash into the press of melee in a glorious massed charged, the steeds biting and kicking, the riders thrusting their spears into the black hearts of their foes.

>Cost: 900

>Health: 1116

>Leadership: 70

>Speed: 58

>Melee attack: 22

>Melee defence: 22

>Weapon Damage: 29

>Armour-Piercing Damage: 11

>Armour: 37.5 %

>Missile Damage: 16

>Armour Piercing Missile Damage: 3

>Range: 180

https://static.wikia.nocookie.net/w...est/scale-to-width-down/300?cb=20160427195325

Lion Chariots: Lion Chariots are the mighty mounts of the Chracian White Lions. Not all white lions are killed out of hand. The High Elves take no joy in needless slaughter, and often stay their blades should cubs be discovered. These infants would doubtless become savage and deadly beasts if they were left in the wild, but with expert care, the young white lions are raised to become as loyal as Griffons. These 'tame' white lions swiftly form a bond with the Chracian hunters that foster them and later serve the armies of Ulthuan as War Lions.

>Cost: 1300

>Health: 1648

>Leadership: 75

>Speed: 58

>Melee attack: 34

>Melee defence: 28

>Weapon Damage: 18

>Armour-Piercing Damage: 38

>Armour: 60 %

https://static.wikia.nocookie.net/w...est/scale-to-width-down/350?cb=20160507163049

Eagle Claw Bolt Thrower: The Eagle Claw Bolt Thrower, or the Repeater Bolt Throwers are fine, elegant repeating ballistae used extensively by the armies of the High Elf and their sea-faring navies. The Lothern Sea Guard are particularly efficient in the use of these well-crafted bolt-throwers, that not only play pivotal roles upon the battlefield, but also bristle from the sides of Ulthuan's warships and the battlements of her fortresses.

>Cost: 700

>Health: 55

>Leadership: 75

>Speed: 58

>Melee attack: 10

>Melee defence: 15

>Weapon Damage: 19

>Armour-Piercing Damage: 5

>Armour: 30 %

>Missile Damage: 19

>Armour Piercing Missile Damage: 5

>Range: 180

https://static.wikia.nocookie.net/w...est/scale-to-width-down/300?cb=20161209232017

War Lions: The War Lions of Chrace are amongst the most famed of that Kingdom's many beasts.

>Cost: 825

>Health: 254

>Leadership: 55

>Speed: 58

>Melee attack: 30

>Melee defence: 28

>Weapon Damage: 16

>Armour-Piercing Damage: 34

>Armour: 26.25 %

https://static.wikia.nocookie.net/w...est/scale-to-width-down/376?cb=20160507165916

Great Eagle: Great Eagles are the largest birds of prey in the Empire, with a wingspan that measures over thirty feet and having razor-sharp talons. They are an ancient race that has dwelled in the mountains of the Old World since long before the coming of Man. Most of them nest in the Grey Mountains, though a few live along the Worlds Edge Mountains. They are exceedingly intelligent and a few of their eldest are even rumoured to be capable of speaking in the tongues of other races, though they seem to prefer most often to deal with Elves.

>Cost: 800

>Health: 4655

>Leadership: 60

>Speed: 58

>Melee attack: 44

>Melee defence: 30

>Weapon Damage: 234

>Armour-Piercing Damage: 156

>Armour: 22.5 %

https://static.wikia.nocookie.net/w...est/scale-to-width-down/300?cb=20160430202727

Flamespyre Phoenix: The Flamespyre Phoenixes of Ulthuan dwell amongst the Flamespyre - great alabaster pillars of rock that stand sentinel about the Shire of Asuryan. Aqshy (the wind of fire) has left its marl on more than the silent stones. Over generations, the Phoenixes of the Flamespyres have become attuned to fire magic, harnessing it at whim. These very intelligent and deadly creatures, have a very unique alliance with the High Elves, often being called by the Phoenix Guard to act as mounts.

>Cost: 1400

>Health: 5820

>Leadership: 78

>Speed: 58

>Melee attack: 42

>Melee defence: 30

>Weapon Damage: 100

>Armour-Piercing Damage: 230

>Armour: 22.5 %

https://static.wikia.nocookie.net/w...est/scale-to-width-down/179?cb=20161125133032

Frostheart Phoenix: Whilst a Frostheart Phoenix may not possess the vigour and fire it commanded in its youth, it is a much hardier mount. The ice that sheathes its form is as hard as glass, and enemies -- not having the benefit of the rider's enchanted armour -- find their own strength and resolve eaten away by its chill presence. Knowing they can no longer resurrect themselves in magical fire, the Frostheart Phoenixes fight even harder in the defence of their homeland, determined to end their existence striking a final blow against the enemies of Ulthuan.

>Cost: 1650

>Health: 6590

>Leadership: 85

>Speed: 58

>Melee attack: 40

>Melee defence: 48

>Weapon Damage: 120

>Armour-Piercing Damage: 280

>Armour: 60 %

https://static.wikia.nocookie.net/w...est/scale-to-width-down/185?cb=20161125133304

Arcane Phoenix: Arcane Phoenixes are majestic and fearsome creatures with wingspans as great as any mighty war-eagles of the High Elves. They are cloaked in blazing feathers that can turn the sharpest arrow, their true power bound to their nature as a creature of spirit and fire, for they are a living embodiment of the destructive and purging will of Aqshy. Flames dance across their pinions to sear their prey when they attack, a long pair of feathered tails leaving a spray of blazing sparks and embers in their wake as they swoop across the battlefield. It is this nimbus of flame that constantly surrounds the Arcane Phoenix and betrays its otherworldly heritage.

>Cost: 1850

>Health: 5174

>Leadership: 90

>Speed: 58

>Melee attack: 46

>Melee defence: 48

>Weapon Damage: 140

>Armour-Piercing Damage: 300

>Armour: 37.5 %

https://static.wikia.nocookie.net/w...est/scale-to-width-down/400?cb=20190129043814

High Elven Dragon: The High Elven Dragons of Ulthuan are the greatest and most noble of the Dragon species living within the World. The Dragons race are amongst the oldest of all living creatures. They predate the rise of Chaos, and rode the thermals of ancient volcanoes long before warm-blooded creatures ruled the world. They are wise and aloof, viewing those around them with a perspective that only the eldest creatures can share.

>Cost: 1700

>Health: 6000

>Leadership: 70

>Speed: 58

>Melee attack: 46

>Melee defence: 44

>Weapon Damage: 135

>Armour-Piercing Damage: 325

>Armour: 37.5 %

https://static.wikia.nocookie.net/w...est/scale-to-width-down/300?cb=20160423225003

Lothern Skycutter: The Lothern Skycutter are sleek, airborne chariots that rest upon a cushion of magic and are drawn into battle by the Swiftfeather Rocs that nest along the Glittering Coast. When the swift Hawkships of Lothern slip from their moorings, they are accompanied to the open sea by these same Skycutters. These serve as the eyes and ears of Lothern's fleets, allowing them to plan engagements long before the enemy is even aware of their presence.

>Cost: 800

>Health: 85

>Leadership: 75

>Speed: 58

>Melee attack: 50

>Melee defence: 35

>Weapon Damage: 39

>Armour-Piercing Damage: 25

>Armour: 30 %

>Missile Damage: 39

>Armour Piercing Missile Damage: 65

>Range: 180

https://static.wikia.nocookie.net/w...est/scale-to-width-down/300?cb=20161210054006

Merwyrm: Merwyrms are one of the most ancient creatures to be found within the Old World, and like Sea Dragons, Merwyrm are a distant kin to the mighty winged Dragons that once ruled the skies of this world.

>Cost: 925

>Health: 354

>Leadership: 65

>Speed: 58

>Melee attack: 40

>Melee defence: 38

>Weapon Damage: 26

>Armour-Piercing Damage: 44

>Armour: 30 %

https://static.wikia.nocookie.net/w...est/scale-to-width-down/324?cb=20150612015901

-Wood Elves traits:

Intrigue masters: High Elves have a natural affinity for intrigues. With their silver tongues, they are able to gain the favours of the natives of this planets….and their old neighbours from Mallus. (+60 Relations with Humans/Tomb Kings/Lizardmen, +50 Influence over Humans/Tomb Kings/Lizardmen)

The new trade: The Asur might have been stranded in another world, but this will not stop them from what they love: trade. In fact, this might mean new opportunities for trade with more guillable races….and set up spies. (+90 Trade with Humans/Tomb Kings/Lizardmen, +40 Infiltration)

A dying race: Back at home, the Asur weren't exactly living their golden age. A dwindling race, they were on the brink of extinction. Given their slow reproductive system, New Ulthuan High Elves aren't going to have a population boom any time soon. The natives could be trained for war for troops, but…let's just say it will take some time before they become…. decent. (-50 Recruitment speed.)

Martial Prowess: What the Asur lack in numbers more than make up with skills. Back in Mallus, many nations were envious of the fighting capabilities of the High Elf armies, and Earth is going to find out as well. (+90 Military organization)

I hope you guys like this new update! Be sure to like(if you like it), comment(please comment so I can learn what your opinion is) and.....follow I guess.
 
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