Wednesday, January 28, 2015

Lizardmen Preview- saurus warriors and slann mage-priests

Saurus Warrior

Mobility: 4
Training/Experience: 3-7 
Max Range: Melee
Preferred Range: Melee

BASIC DESCRIPTION
When the Lizardmen march into battle, it is the Saurus who make up the hardened core of the fighting forces. This is no surprise, for the Saurus were created by the old ones solely for the purpose of war and the protection of their masters. The old ones cultivated this race of reptilian warriors, though whether they created them entirely, or raised them up from some primordial life form of the jungles , is not clear. What is assured, however, is their role and function. In the prehistory of the world,  in the time before Elves and dwarves, it was the saurus who pacified the lands, exterminating entire species in accordance to the old ones plans. The Saurus are brutish yet disciplined creatures. Even unarmed, they are extrmely dangerous- their sharp claws can gouge grooves into rock or tear out a foes throat with ease. Their muscular tails can crush a mans ribcage and their mouths are full of enormous dagger-shaped teeth . Although unable to master more complicated devices, Saurus use simple weapons to devastating effect, wielding obsidian tipped spears and heavy clubs spiked with jagged stones. Using their great strength, Saurus can leave the roads and hack through the dense jungle of Lustria using brute force alone, however, they are more accustomed to exerting it
| Although they can, at times, appear slow of reflex and sluggish, Saurus can still achieve speed on the march thanks to the power of their loping gait. Their tough hides bear spines, bony crests and thick scales that can turn aside all but the surest of sword strokes. For further defence, Saurus will at times bear shields – bladed crescents made from the cured hides of the large scaled beasts that prowl the deepest jungles. Saurus are cold-blooded and seemingly impervious to pain, able to sustain horrific wounds and fight on without making a single sound of protest. Indeed, so alien are they that they register no emotion save a single-minded savagery.
Saurus are not birthed, but spawned, crawling full-grown from the dark pools constructed for such purposes many ages ago when the Old Ones walked the world. They arrive not individually, but as a cohort – an entire military unit that will stay together for the rest of their lives. All those spawned together bear the same colouration and markings as their brethren. They share a mindset, acting with eerie but unspoken synchronicity the whole formation turning as one, or launching an ambush, without the need for so much as a single spoken word.
Although they do so infrequently, Saurus can speak. Their language is little more than deeply growled one-word | commands. These orders issue forth from a Spawn Leader – the greatest amongst their number since they first emerged from the spawning pool. In the course of their long lives of battle, it is not unusual for a Saurus spawning to lose their champion. In such cases, if the unit survives, another of its members will grow to fill the role, or as the Lizardmen say, receive the gifts of the Old One. 

== LOADOUT ==
Saurus Oldblood with typical saurus weapons

Offense: Weapons of the lizardmen are made of a material unique to lustra. Harder than granite, this strange stone is known as obsinite. Obsinite is more durable than steel and never rusts, which is perfect for the wet and humid conditions of lustria. For increased durability, Lizardman weapons are often reinforced or decorated with bands of bronze or gold, while Jagged spikes of metal or cruelly shaped pieces of jade are added to ensure the heavy, blunt weapons can punch through armor and cause maximum damage to flesh.
The weapons are typically shaped as swords, clubs, maces, halberds, spears or a strange combination of any of the above. In the hands of a 7 foot tall, Saurus warrior, they can take out an armored man in a single, vicious hit.
In addition to these weapons, the Saurus warrior in question can rely on his own natural defenses. Crocodilian jaws can tear off limbs or heads. Any foe who survives this bite will find the would grievously infected, and will succumb to jungle diseases in a few days. Claws can easily tear out throats or disembowel human sized targets. The well muscled tail of a Saurus can break limbs or shatter a ribcage. 

Defenses: 
The iron-hard hides of a saurus bear spines, bony crests and Thick scales that can turn aside all but the surest of sword strokes. Saurus Warriors continue to fight on through the most grievous of injuries, and if they can register pain, they don’t show it. Their cold blooded nature allows them to fight much longer than a warmblood would without bleeding out. They do not show fear, nor pain nor cowardice in battle, only single minded savagery.
In addition to their biological adaptations, Saurus warriors often carry shields made of the cured hides of the giant scaly beasts that prowl the jungles. 


Variant: Each cohort of Saurus warriors comes with a Spawn leader.  The spawn leader is the greatest among them since they first emerged from the spawning pool. He is larger, stronger, and a better fighter than his brothers, and is seen as a the commander of his unit. Should the spawn leader be killed, another Saurus will grow to replace him; or as the Saurus say, receive gifts of old ones. 

Skinks
Mobility: 6
Training/Experience: 3
Max Range: 50 meters 
Preferred Range: 10-30 meters (skirmish range) 

BASIC DESCRIPTION
Where the sluggish Saurus were bread solely for war and protection, the quick and agile skinks were created to perform many different roles in lizardmen society. Without the work of the skinks, lizardman civilization would quickly collapse. Skinks are highly organized and social beings that instinctively work well in groups, even being able to coerce other creatures to do their bidding. Agile of both mind and body, the skinks are perfect for the many roles they fill, be it craftsmen or warriors. Of all the lizardmen, the skinks are the most social, using their color changing skins to enhance their vocal language of hisses, clicks and other strange reptilian sounds. In times of war, the skinks will take up patrol duty or mass into huge blocks of infantry alongside the rest of the army. Unlike the steadfast saurus, skinks range between reckless audacity to sudden panic. Should they be outmatched in close quarters, they are known to flee and regroup elsewhere. In war, skinks fill as many roles as they do in day to day society. Skinks can be massed together in as close combat warriors, wielding light spears and small swords. However, the most common role of skinks in war is that of skirmishers and ranged troops. Skinks will run ahead of the main army, harassing the enemy troops with a hail of darts and javelins. Using their affinty for water or thick jungle, the skinks will often look to attack their foe from unexpected quarters. Many enemies have been outflanked by skinks in what they thought was impenetrable swampland or jungle. When facing the power of the lizardmen, not even the rivers and swamplands form an effective barrier...

== LOADOUT ==
Offense: in melee, Skinks are not capable of wielding the huge, heavy clubs, swords and maces that their Saurus kin carry into battle. Instead, they usually wield light spears, knives, and other weapons small enough for a skink to carry.
At range, skinks usually carry javelins and blow darts. while these weapons lack the penetrating power and range of arrows and guns, such is the skill of the skinks that they can aim into the weak spots in armor to better damage their foes. All ranged weapons are tipped in deadly poisons that infect even demons and undead. Darts that would normally be minor annoyances to tough troops suddenly become lethal weapons. The jungles of lustria are teeming with poisonous snakes, lizards, amphibians, insects, spiders and plants. Some toxins cause their victim to die in a fit of spasms, while others are capable of boiling blood and melting brains. Whatever the case, all are fast acting. To underestimate the ranged weapons of the skinks is a horrible mistake, for even a scratch that enfeeble the mightiest of mortal soldiers. Even the great chaos warriors of the northern wastes fear the ambushes of the skinks. 

Defenses: 
Scaly skin: the skinks, while not as large or strong as their Saurus brethren, bear the thick scaly skin that serves as a form of light armor. Some skinks will bear small shields made from the hide of jungle creatures to better protect themselves. 

Variant:

Skink skirmishers: these skinks assail foes from afar with javelins and blowdarts, retreating before the enemy has time to react.

Skink Brave- These skinks are more used to battle and are more effective in close combat. They often serve as leaders in units of Skinks and turn them into a slightly more effective fighting force

Patrol leader- These Skinks are better marksman than most of their kin, used to leading patrols through the jungles of Lustria. 

Name: Kroxigor 
Mobility: 6
Training/Experience: 3
Max Range: Melee
Preferred Range: Melee

BASIC DESCRIPTION
The Kroxigor are giant crocadilian relatives of the Saurus. They are massive creatures, their bodies consisting of rock hard muscle and their massive jaws full of razor sharp teeth. When enraged, they unleash the only form of speech they know: a blood curdling roar that reverberates across the jungle. The Kroxigor were originally created by the old ones as construction beasts, and so they possesed incredible strength. Under the direction of skink overseers, they were capable of feats of strength such as moving the massive stone blocks needed to build the pyramids of teh temple cities. They are all brawns and no brain, requiring constant directing. they will instinctively obey any command from their smaller kin. In time the war, the brute strength of the kroxigor makes them useful as shock troops to crush enemy battle lines. Kroxigor are often found fighting alongside regiments of skinks, the awseome power of the massive beast giving the skink confidence, and the constant chatter of the skinks providing the kroxigor with stimulation. 

== LOADOUT ==
Offense: Kroxigor can easily tear apart an armored man sized target with its bare hands, but the skinks give them weapons to enhance their strength potential. Each Kroxigor wields a club that is taller than a saurus warrior and would require 6 men to lift it. With this massive, ornate club, the kroxigor can pulp enemies and shatter stone. The clubs are chained to he kroxigor, as they are forgetful beasts and often drop their weapons once the battle is over. 
Defenses: Like the other lizardmen, the Kroxigor is covered in gnarled, thick scales that serve as a light armor. IN addition to this, they are much larger than humans, and wounds that would be fatal to a man are minor injuries to this ogre sized beast. Like saurus, they are very resistant to pain and will fight through the most grievous of wounds. 
/dditional factors : Kroxigors share an affinity for skinks, which is explained by both species emerging from the same spawning pools. Kroxigors are directed by skinks, and at times of war they form mixed cohorts. The Kroxigors anchor the line and provide the muscle, while the swifter skinks harass the troops with ranged weaponry. Kroxigors are also great swimmers, and spend much of their free time submerged in water with only the tops of their heads sticking out. this way they can cool off, and surprise their unsuspecting prey. This aquatic nature allows them to ambush enemies from unexpected quarters, and pass through rivers and swamps unimpeded. 
Slann Mage-Priest 

Mobility: 4
Training/Experience: 8-10 
Max Range: Battlefield 
Preferred Range: Line of sight 

The favoured servants of the Old Ones, the Slann have considerable intellect and magical abilities, and rule the Lizardmen as venerated Mage-Priests. Although not physically menacing — their bodies are toadlike with large heads and bulbous eyes – with a flick of their multi-jointed fingers, Slann can topple cities, engulf foes in flames or open vast rents in the ground below. Enemy wizards find even the mightiest incantation they try to employ unravelling before them as a Slann contemptuously waves its hand.
There were five spawnings of Slann created by the Old Ones, each with a particular role to play in their Great Plan. No new Slann have been spawned since the departure of their creators; all the Slann alive today are those self-same ones. Without any new Mage-Priests, they are a dying race, faced with extinction. Well over half of their kind died in the Great Catastrophe, including all of the First Spawning, the wisest and most powerful of the Slann, and the only ones that had direct contact with the Old Ones. In the ages since then, many other Slann have died violently – irreplaceable losses that are greatly lamented. With each Mage-Priest lost, the Saurus and Skinks further insulate those that remain, protecting them with their very lives. 
The Slann see the world differently from other beings. Their orderly minds are constantly at work deciphering complex problems and wandering the cosmos. To the Slann, time passes more quickly than it does for short lived creatures, and a Slann will regularly slip into extended periods of restful contemplation that might last decades, or even centuries, at a time. They sit unmoving on their stone palanquins or in their Star Chambers, and to an outsider a Slann might appear asleep, or even dead. So deeply do they meditate that signs of life are hard to detect their breaths are shallow and far apart, their eyes unblinking and vacant. Yet the Slann are attuned to more than mortals realise for they can perceive the magic and raw disorder that has hung in the very air since the great influx of Chaos.
Privileged Skinks attend to the Slann, patiently waiting for the ancient beings to stir and recording their every prophecy or proclamation. Most often, however, Slann converse telepathically between themselves; they can also see through the eyes of some Skinks, such as the Priests and Oracles, and enact their will through them. Although they have lost much of their former power since the incursion of the Dark Gods into the world, the Slann are still the undisputed masters of the magical arts.

== LOADOUT ==
Offense: The Slann are unparalleled Masters of magic, and while they have access to all 8 winds., they prefer to blend them into High magic, a much more refined and powerful type. Slann are also capable of using geomancy to alter the course of rivers, open huge rents in the ground, collapse tunnels, ruin cities or even move mountains. For mountain moving feats, the slann must enter long periods of contemplation, and will only do so if they feel it is necessary to the plan of the old ones.  See winds of magic for more in depth review of their powers. 
Defense- In addition to the plethora of protective spells the slann can call upon, their thrones are surrounded by powerful forcefields. 
Additional factors- Rare. The slann are extremely rare, and each is extremely important to the lizardmen. To lose even one would be a tragedy, and the lizardmen are very cautious about this. Many slann are needed for maintaining important sites or completing age old rituals. As such, slann are not readily available for battle. In this setting, there will likely be a dozen or so slann, Mazdamundi, and Kroak, with no reinforcements.
Kroak- First spawning, relic priest limited to one spell 
Mazdamundi- Second generation slann, the most powerful living one alive, and also the most proactive 
Generation 3 slann- 2 of them will accompany the lizardmen army in this campaign 
Generation 4 slann- 3 of these slann will be present for battle 

Generation 5- “weakest” but also most proactive of the slann, and the most likely to participate in battles. 6 will be available here. 

Chakax the Eternity Warden of Xlanhuapec 

Mobility: 4
Training/Experience: 9, is thousands of years old
Max Range: Melee
Preferred Range: Melee
Very few Saurus Temple Guard will ever prove worthy enough to protect a Slann Mage-Priest at his most vulnerable moments-when he meditates in his Eternity Chamber. Those few Saurus Temple Guard who earn such honours are given the sacred rank of Eternity Warden. In the temple-city of Xlanhuapec, it is Chakax who bears the title and responsibility of Eternity Warden. This stalwart Temple Guard has defended the Mage-Priests of thc City of Mists, in their seclusion and in battle, for millennia. Only the most powerful of the Slann are allowed to contemplate from Xlanhuapecs secluded Eternity Chamber and when they retire to its tranquil composure, it is Chakax alone who is entrusted to watch over them. He has been known to maintain his vigil for many centuries at a time.
Chakax is the eldest of the ancient cities Temple Guard. He has never yielded in his task and has butchered whole regiments of foes that have dared attempt to kill his charges, Each sweep of his heavy Star-stone Mace leaves a trail of devastation in its wake. As the last line of defense between an assassin's blade and the Mage-Priest he is charged with defending, Chakaxs skills as a bodyguard are commensurate with his age. Not a single Slann under his special protection has died to an enemy blow, and he has become expert at discerning the most covert of threats and then flattening them with a mighty two-handed swing. 

== LOADOUT ==
Offense: Starstone mace- This massive, double-handed mace was crafted before the founding of the first temple-city, and its stone was not quarried upon this world. The star-stone itself has the rare property of rendering magical enchantments inert. Despite its clumsy appearance and the general slowness of saurus, Chakax is possessed of much greater strength and skill than his brethren and can wield the Mace with surpirsing speed and dexterity. In addition to his natural skill, he also has the Key to the eternity chamber. The Key is inlaid with intricate wards that slow the passage of time, allowing the bearer to fight at the same speed as his opponent and to dodge blows with ease. Whether they be greater daemons or teams of highly trained skaven assassins, none have bested the eternity warden in combat. In addition to his mace, Chakax is able to make attacks with his teeth, tail, claws, feet and horned helm. Such is his skill that he can decapitate an assassin in midair with his jaws, and gore foes with his stegadon helm. 
““The Blackclaws moved with scurrying rapidity, passing quickly through the upper levels. Those that the gutter runners met along the way were slain by swift volleys of poisoned throwing stars. At last they stood before the stone-carved door that led to the Star Chamber – the apex of the Temple of Eternal Serenity. Obeying unspoken signals, they raced into position. Several of their kind opened the heavy door, allowing others to dart through. Executing a series of somersaults too swift for the eye to follow, they came up in a crouching position. Such was their skill, that somewhere in that rolling tumble they ascertained their target and threw handfuls of razor-edged stars towards it. Suspended by ancient technologies, the great mage-priest Huinitenuchli hovered unconscious above a tranquil pool. The throwing stars would have ripped into the slann’s soft belly, spilling his prodigious guts, but despite their perfectly aimed flight path, the gutter runners’ deadly projectiles never found their mark.

Rising between the acrobatic skaven death squad and the third generation slann was Chakax, Prime Guardian of Xlanhuapec. With a single deft move, the hulking temple guard swung the weighted end of his Star-stone Mace. Sparks flew “Sparks flew as the full spread of incoming missiles was sent pinging off that ancient weapon, which was made of a stone not quarried upon this planet. Before the ricocheting shots had landed, a half dozen gutter runners had already sprung upward, drawing paired blades as they rose.

Back and forth swept the Star-stone Mace, its wide arcs momentarily holding the gutter runners at bay. At first the crafty skaven warriors deemed the weapon so ponderous that they could slip under its path and stab their foe before any backswing could be attempted. After several of their kind were sent sprawling into crumpled heaps, the Clan Eshin elite realised that its wielder possessed uncommon strength and skill at arms. Despite its massive size, Chakax spun his mace in a figure of eight pattern with impressive speed. Another gutter runner avoided the bone-crushing mace, and made to leap over his opponent, but reckoned without the saurus’ clamping jaws. That one’s body fell twitching and headless to the ground “Seeing an opening to slip beyond Chakax, another of the Blackclaws made his move. He sought to spin under the swinging mace and launch himself beyond the temple guard, to leap upon the blubbery body of the suspended mage-priest with both blades. With a single sweep of his stout tail, the Prime Guardian upended the would-be killer, leaving him in a painful sprawl. A backwards stomp with scale-hardened heel pulped the fallen gutter runner’s head. As Chakax gored another with his horned helm, the final two skaven were mauled by a single emphatic downward mace-blow.

Yet during the one-sided battle, another shadowy figure had crept into the chamber, clambering along the roof like a black spider as he made his way towards Lord Huinitenuchli. This was no gutter runner, but a full-fledged assassin. A single drip of deadly venom oozed out of the tip of his sword, which was bound to his back. It made a slight sizzle on the stone floor below – enough noise to alert the wary Chakax.

It took a spiralling twist to avoid the upthrust Star-stone Mace, but the assassin did so while drawing forth two blades and landing gracefully in fighting position. Now it was the Clan Eshin killer’s turn to attack. Yellow fangs bared, the assassin launched into a rapid blur of black and flashing silver. This was the delicate mantis-rake pattern, a lost art stolen from the mysterious Far East. Although Chakax had never seen such swordplay during his millennia of service, he blocked the flurry of one hundred and thirty-six separate sword slashes and stabs. However, as only the assassin knew, the mantis-rake pattern is all an elaborate decoy for the final strike. The assassin plunged his venom-dripping blade into Chakax, dropping his other sword so that he could use both hands to drive his strike home. Past scarred scales, through muscle and flesh, the assassin stabbed his blade all the way to the hilt. “Few have seen a skaven Weeping Blade and lived to tell the tale. Fewer still have been stabbed by one and survived for more than a few shallow breaths. Yet this was Chakax, the Eternity Warden of Xlanhuapec, who over thousands of years had never failed in his sacred duty. He would not do so now…

The assassin stood expectantly, waiting for Chakax to fall backwards, stone dead. He was therefore “more than surprised when the thickly muscled temple guardian seized him with one gnarled hand, heaving him into the air. When the ratman was at the apex of his upwards movement, Chakax swung a mighty one handed blow with the Star-stone Mace that propelled the black-clad killer across the chamber. There was a satisfying splat as the broken corpse smashed into the wall and slid wetly into a shapeless mass on the floor.
Closing the stone door to the Star Chamber, Chakax once more took up his silent vigil.

Excerpt From: Games Workshop Ltd. “Warhammer: Thanquol (eBook Edition).” iBooks. https://itun.es/us/gRLa5.l”

Defenses: Chakax is extremely old and is covered in hardened scales and boney plates like all saurus oldbloods. In addition to this, he has an incredible constitution that renders him immune to even the deadliest poisoned weapons, even a skaven weeping blade that is coated in poison that can eat through armor. Chakax also has a great degree of magic resistance, and was able to shrug off a spell cast by a greater daemon that had drastically weakened the rest of his army. 
Additional factors- Ultimate bodyguard. Chakax will be assigned to protect one of the slann mage priests in the army, and will do little else. Unless his charge is in direct danger, or he is commanded to fight, Chakax will remain motionless. 
Helm of the prime guardian- Chakax wears a massive skull helm that belonged to the first of the temple guard, the guardian of origins. The spirit of the long-dead saurus lingers and heightens the bearers awareness of threats. Any hidden enemies within 100 meters of chakax are detected. 

Kroq-Gar, The last Defender of Xhotl 

Mobility: 4 (7 when mounted) 
Training/Experience: 10 (Has been alive and fighting for over 8000 years, including a centuries long guerilla war against daemons) 
Max Range: 50 meters (hand of the gods) 
Preferred Range:Melee 

“Kroq-Gar and his cohorts swept into Xlanhuapec like a merciless typhoon. The hastily assembled skaven lines were swiftly broken. The saurus cohorts, battle-scarred veterans from the long daemon war at Xahutec, knifed through the verminous hordes, slaying at will. Down the wide avenues and central plazas stormed saurus atop cold ones, running down their opposition. Cornered and desperate, some of the boldest skaven chieftains attempted to mass their superior numbers and make a stand. Kroq-Gar waded into these knots of bitter fighting, the roars of his carnosaur mount rising above the tumult. Stomping a gore-splashed path through the skaven masses, the cold-blooded colossus lunged out its muscular neck to bite through ranks at a time. Violently shaking its head, the carnosaur hurled dismembered skaven body parts and viscera high into the air. The reptilian beast ploughed forward, bellowing in its blood-frenzy. “By battle’s end, the heads of ten skaven chieftains hung from Kroq-Gar’s stone saddle.'



Excerpt From: Games Workshop Ltd. “Warhammer: Thanquol (eBook Edition).” iBooks. https://itun.es/us/gRLa5.l”


Kroq-Gar is an ancient Saurus, the last remaining warrior from the now ruined temple-city of Xhot. The spawning that brought Kroq-Gar into the world produced a handful of other Saurus, each marked for greatness. In the instinctive ways of battle cunning these warriors were unsurpassed by any of their kind, and each possessed an innate dominion over the native beasts of the jungle. Kroq-Gars spawning coincided with the rearing of a brood of mighty Carnosaurs, and he claimed the largest and most ferocious as his own.
Kroq-Gar had been serving his temple-city for only a few centuries when the Great Catastrophe occurred. Although Kroq-Gar and his spawn-kin fought many epic battles and destroyed entire armies of Daemons, the never ending onslaught eventually caused the defenders to take refuge within their temple-city of Xhotl. There, the magical barriers of the Mage-Priests saved them for a time, but eventually collapsed. Taking advantage of a surge of uncontrolled energy, Daemons manifested themselves inside the temple-city, butchering the Slann before Kroq-Gar could ride to their aid. So did the full power of Chaos swarm over Xhotl.
Although his temple-city was in ruins, Kroq-Gar and the surviving army fought their way out, buoyed by their own rage and the last blessings of their Mage-Priests. En route to their freedom, they sent many Daemons back to the abyss.For centuries thereafter, Kroq-Gar carried on a running battle in the jungle, the last army of Xhotl dwindling around him. By the time the Elves enacted their Great Ritual, only Kroq-Gar and his ageless Carnosaur Grymloq remained.
It was none other than the great Lord Mazdamundi, High Slann Mage-Priest of Hexoatl, that summoned Kroq-Gar to his temple-city, choosing him to lead the great Saurus armies that remained, Mazdamundi gifted Kroq-Gar with the ancient artefact known as the Hand of Gods, with which he could sear the flesh from his enemies' bones. Since that day, Mazdamundi has assigned Kroq-Gar the sacred task of exterminating those creatures not part of the Old Ones' Great Plan. Over his long existence, Kroq-Gar has fought many wars, leading the armies of Hexoatl, or joining other hosts to aid them in battle. There is no continent upon which Kroq-Gar and Grymloq have not fought, no enemy type they have not vanquished, but for the last defenders of Xhotl, the battle is not yet over.
== LOADOUT ==
“Roaring and stomping its way into the thick of the fighting came the fiercest of all carnosaurs. Its powerful jaws tore into the skaven ranks like they were the flesh of some primeval beast. Atop its back was Kroq-Gar – a searing ball of light in one hand, the Revered Spear of Tlanxla in the other. No plague monk was a match for such an onslaught, and the warleader of the lizardmen drove deep into their midst. Lord Mazdamundi had commanded Kroq-Gar to cleave a path through to the Great Temple of Itza, and he would do so.”


Excerpt From: Games Workshop Ltd. “Warhammer: Thanquol (eBook Edition).” iBooks. https://itun.es/us/gRLa5.l
Offense: Revered Spear of Tlanxla This weapons was said to have been wielded by the warlike old one deity Tlanxla as he rode his sky chariot into battle. It hums with ancient energy, and those struck by it are overcome by doom-laden visions that sap their will to fight. The magical field surrounding the weapon is anathema to demons, undead, and otehr creatures of darkness. 
Hand of the gods- An ancient relic from the time of the old ones, this armored gauntlet was gifted to Kroq-Gar after his legendary battle against the demons. Kroq-Gar can create a searing ball of light in the palm of his hand, which can then be directed at his enemies. This light is especially damaging to undead and creatures of chaos, and it is able to purify even the most virulent of magical plagues. 
Defenses: Ancient beyond measure and veteran of thousands of battles, Kroq-Gars scales are bony and knarled like all other oldbloods. His hardy constitution allows him to shrug off hexes, plagues and poisons, though particularly powerful plagues will gradually wear him down. In addition to this he wears some metal armor. As one of the Sacred spawning of Xhotl, Kroq-Gar seems to have a sort of blessing that protects him from harm. Finally, his hand of the gods is a potent defense against corrupting weapons. In his battle against lord Skrolk, he caught the cursed plague censure in his hand and crushed it, the light completely purifying the plagues that had just moments ago slain a full grown Carnosaur. It is able to surround him in a nimbus of light, and it is with this that he was able to survive a deluge of warp-plague spat at him by a vermin lord
“There was great power in the contaminated staff wielded by the plaguelord. It was a stout rod, its iron-capped end connected by thick chain to a ponderously heavy censer. Once more, Skrolk began to whirl it overhead. Cloying fug filled the air, and Kroq-Gar could taste his own blood and bile as he breathed in the vile vapours.

Kroq-Gar realised that the longer the fight wore on, the more the toxic clouds would drain him of life. With that thought, the warleader of the lizardmen stalked forward, encircling his foe. With an unholy speed and vitality for such a diseased and tumour-filled creature, Lord Skrolk moved more quickly. The heavy, spiked censer crashed down. Few things that breathed could survive its fatal touch. “Yet Skrolk had reckoned without the Hand of the Gods. Reaching up with his metallic gauntlet, Kroq-Gar caught and crushed the censer, flattening the orb. The poisonous fumes inside would have slain a full-grown thunderlizard, yet the searing light from within that ancient construct of the Old Ones purified the air. Even in his blindness, Skrolk was struck by the purity of the light – a pain that was nothing compared to the feeling of the Revered Spear of Tlanxla being driven through him.

Lifting the impaled plaguelord above him, Kroq-Gar roared to the heavens. As he did so, Vermalanx the Corrupt manifested before the warleader.

Incensed at the sight of his favoured one skewered upon Kroq-Gar’s spear, Vermalanx screeched out pure hatred. The Verminlord’s maw stretched wide, yawning like a dark pit before it shot vomitous streams of contamination. The entire temple guard cohort behind Kroq-Gar was engulfed, shrivelling instantly, leaving behind only wrinkled hides bubbling amidst puddles of foul-smelling effluent. The vileness washed over Kroq-Gar too, he stumbled to his knee, dropping his spear and its impaled victim. “None – not even plague monks – dared step through the puddled remnants of Vermalanx’s bile. The noisome liquid melted flagstones, and sent up fumes that could stun a stegadon........Slowly, inexorably, Kroq-Gar rose. The light of purity – shining from his metallic gauntlet – had at last burnt off the contaminants, leaving Kroq-Gar wreathed with a faint nimbus. Once more, the warleader hefted his spear, but it was not back into the fray that the saurus strode. Even as he had slain Skrolk, a new message had reached Kroq-Gar. He was needed at the Obelisk of the Silver Stars within the hour.

Most skaven fled before Kroq-Gar, not daring to face the shimmering saurus. Those ratmen that attempted to block his path were slaughtered. Even so, the warleader realised he could never traverse the distance quickly enough. In answer to his blood-curdling roar, a carnosaur strode through the carnage of the plaza, crushing skaven beneath each clawed foot. Bulling its way through the press of combat, the blood-splattered beast bowed before Kroq-Gar, allowing him to mount its scaled back. In haste, they sped towards the distant monument.”

Excerpt From: Games Workshop Ltd. “Warhammer: Thanquol (eBook Edition).” iBooks. https://itun.es/us/gRLa5.l

Additional factors- Tactical genius- Kroq-Gar has thousands of years of experience and has fought champions of every race on every continent. Whether they be chaos champions, ork warbosses, vampire lords, greater daemons, Dark Elf Dreadlords, Skaven Plague monks, Knight grandmasters or Ogre Tyrants, Kroq-Gar and Grimloq have vanquished all foes before them. He is the greatest warrior and greatest tactician available to the lizardmen, his cold and calculating mind being able to draw upon millennia of experience for tactics and strategies. 
===X-Factors===
Adaptive Creativity: 72/100: 
Tactics: 82/100: 
Strategy: 80/100:  
Intuition: 83/100: 
Audacity: 95/100: So single minded and determined that he will do anything his master tell him. He has faced down endless hordes of demons and fought in hellish conditions. He knows not fear or pain, only duty and battle. 
Psychological Warfare: 52/100: One of his weaker areas, Like all Saurus, Kroq-Gar thinks in straight lines and battle tactics. Any tactic that will better serve their needs, Kroq-Gar will do it. He typically meets the threat head on, and in battle he does not resort to taunting or threats. In fact, his mind likely does not register such concepts. 
Experience: 95/100: Confirmed thousands of years, including a runningbattle against demons that lasted hundreds of years straight. He has fought on every continent at various times in his past, and has likely fought archetypes of every faction present. 
Discipline: 95/100: Kroq-Gar is utterly dedicated to his cause, and will never disobey an order. Even tactically unsound plans will override his own if given to him by a slann. If a Slann asked him to lay down his life, he would do so unquestioningly. 
Inspiration: 85/100: 
Corruption: N/A: Kroq-Gar does not register such concepts as “good” and “evil” so alien is his mind. he think only in terms of duty, and what he can do to fulfill it. He cannot be tempted, bribed, or otherwise swayed from duty. 

Monday, December 8, 2014

Host of the Eternity King- Shock and Awe

Dragon

Mobility: 8 (can fly)
Training/Experience: 7-9(depends on type)
Max Range: Breath weapon 
Preferred Range: Melee
Draukhain roared, making the residual bulwarks of the twin wall-ends shake further. In a spiraling flurry of dislodged stone, he crashed into the dwarf front rank.
It was like being hit by a tornado. Dawi were hurled into the air by the impact, plucked and dragged from the rubble by Draukhain’s claws or slammed clear by savage downbeats. The lashing tail accounted for dozens more, sweeping them from their positions and sending them cartwheeling, broken-backed, into the seething mass beyond the walls. Then the fire came. Draukhain twisted around, still airborne, spewing a massive, writhing column of dragonfire that crashed across the stonework like clouds tearing around a mountain summit. Even the staunchest of the dwarfs fell back in the face of that “clawing at terrible burns as they staggered clear.
Imladrik rose higher in his seat, riding the swerve of his mount. He bent his mind to the task of dragonriding, adding his consciousness to Draukhain’s own, melding his awareness with that of the mighty drake. They were like twin entities bound within a single gigantic physical frame.
Draukhain snapped his wings back and thrust clear of the breach, leaving a trail of smoldering carnage in his wake before pushing out into the horde of dawi beyond. Staying low, he punched into them like a ploughshare breaking into soil, blasting blue-tinged sheets of flame across the reeling lines before plucking the most defiant of them from the earth and flinging them high.
All across the beleaguered city the tale was the same. Each dragon hit the attacking armies at once, devastating the vanguard and driving deep into the supporting troops behind. These drakes were no drowsy, gold-hoarding wyrms of the eastern mountains – they were Star and Moon dragons, the most powerful beasts in all natural creation, sheer engines of destruction, avatars of primordial devastation. The dawi had never seen the like, and they shredded them.
Draukhain hurtled low over the battlefield, raking the oncoming hordes. The dwarfs who attempted to rally were first bludgeoned with dragonfire, then gouged by Draukhain’s jaws and talons, then swept aside with the disdainful flicks of his immense tail. Crossbow bolts clattered harmlessly from the dragon’s scaled hide. Axes and warhammers were wielded too slowly to make an impact; even those that connected did little more than bruise Draukhain’s armour.“The dwarfs mounted on its flanks behaved with characteristically insane bravery, holding their positions and loosing a whole flock of quarrels at the approaching monster.
The pitiful scatter didn’t even slow them. Draukhain flew straight into it, smashing through the upper platforms and bursting clear of the far side in a rain of broken spars and planks. The entire structure blew apart, flayed into splinters by the thrashing tail and crushing wings. By the time the dragon wheeled back around for a return pass, nothing remained but dust, corpses and crackling firewood. 
Some madness had taken hold of them. They crashed to earth in flailing whirls of claws and tails, crushing everything beneath them, before launching back into the skies with broken bodies trailing in their wake. They smashed siege engines apart. They belched gobbets of coruscation that melted all but the gromril masks of his best equipped elite. Bolts fell harmlessly from their armour. No axe or blade seemed to bite. Those that stood up to them died and, since no dwarf ever ran from danger, that meant whole regiments were wiped out with horrifying speed.”
-Master of Dragons 
BASIC DESCRIPTION
In the time before the old ones, it was the Dragons who ruled the world. They are wise and aloof, viewing those around them with a perspective that only the eldest creatures can share. Every land has its legends and folktales concerning powerful dragons fanged mouths that belch scorching flame, and of taloned claws sharps enough to slice through stone. In such tales, Dragons are cruel and whimsical tyrants, given to the slaughter of peoples and ruination of cities. certainly, dragons are capable of such things, for their raw power exceeds that of any other living creature, and their minds are every bit as wise and cunning as elves. On Ulthuan, the Dragons are the subjects quite different to the terrifying folk tales of other lands. Without the Dragons of Ulthuan, the High elves would have been annihilated thousands of years ago, for the dragons are the elves oldest and greatest allies. Within Ulthuan, the realm of caledor is the home of the Dragons, and in ancient Days, these noble beasts seemed almost without number.  In the first wars against Chaos, the elves were able to field dragons by the tens of thousands, with 20,000 dragons being noted in one battle. However, times had changed. For ages, in colossal caverns found deep within the dragon spine mountains, the dragons sleep away the centuries. A mysterious languor that began in the earliest days of Tethlis’ reign had caused more and more dragons to enter a slumber from which only ancient caledorian Songs could rouse. During the civil war, the dragons woke up and many hundreds of them participated in the civil war. Few new dragons are hatched, though Malekith has recently brought a large clutch of stolen Caledorian dragon eggs. The Youngest and most common dragons are referred to as Sun Dragons, in reference to their hot tempers and the rich, warm hue of their scales. Those dragons that surpass the sun dragons in might and enlightenment are known as Moon Dragons. The Oldest, most powerful Dragons are referred to as star dragons, for they are truly as ancient as the very stars of the firmament. While any dragon can savage an entire regiment of warriors, tear a manticore apart or rip the head off of a wyvern, a star dragon is so physically powerful that it can challenge even the greater daemons of chaos and prevail. 
== LOADOUT ==
Offense: In close range, a dragons entire body is a weapon. Huge dagger sized teeth tear through flesh and mail with ease, while claws like swords make short work of the heaviest armor. Their  long tails are also weapons, snaking around to smash enemies as they fly along. What the dragons are most feared for is their dragon fire, a powerful flaming attack that can take out an entire regiment with one strafing run.

Defenses: Dragon scale is heavily armored, protecting dragons from most mundane weapons. Arrows bounce off of their hide, while axe and sword blows fail to do much more than bruise the armored surface. Only enchanted weapons, powerful spells and artillery can reliably bring one down, and even then it will take great effort. 
Variant: 
Sun dragon- 


The youngest and most common type of caledorian dragon, they are the fiercest and most hot tempered of the dragon kin. They are smaller and lack the aeons long experience of the Moon and Star dragons, but nonetheless they are killing machines capable of savaging enemy monsters or entire regiments singlehandedly. Their hides are usually rich warm reds and oranges.  Many of these dragons woke up during the civil war, and hundreds of them lent their support to both sides.
Moon Dragon- These blue scaled dragons are older, larger, wiser and more dangerous than the sun dragons. They are also much rarer, with their total numbers likely less than a score remaining. 
Star Dragon- 


The largest and most majestic of the dragons, some of these beasts have flew the skies since the time before the old ones. Some of these dragons are spell casters, typically using the lore of fire to supplement their breath weapons. While all dragons are capable of taking on whole regiments, A Star dragon is among the most dangerous beings to exist on the mortal plane. They are among the only creatures who can challenge greater daemons and reliably come out on top. There are likely only a handful left that are willing to participate in battle, including the one ridden by Imrik, prince of Caledor. 
Black Dragons of Naggaroth- 


When Malekith first split from the high elves, he stole some of the dragon eggs from caledor. Like all intelligent beasts, Dragons are prone to acts to cruelty depending on their upbringing. The Black dragons eggs are carefully enchanted with dark sorcery to ensure the hatchlings will be effective killing machines, and have been changed by the dark elves over time. The most obvious differences are their black scales and lack of dragon fire; Black dragons are able to expell a noxious gas just as lethal as any flame, but they no longer posses the means to ignite it and produce dragon fire. On average, Black dragons are as powerful as Ulthuan Moon Dragons, but not as common as Sun Dragons. 


Forest Dragon- 


The Dragons of Athel Loren have been changed by the forest, much like anything that calls those woods home. They are now imbued with magic and act as a very extension of the forest itself, like many of the other spirits. Their bodies are long and sinuous to better move through the trees, and instead of destructive fire they breath a stupefying gas that saps the opponents will to fight. Unchanged is their sheer savagery and power, and they are able to tear through enemies and resist mundane weapons just as well as their cousins. They are on average about as powerful as Black dragons and Moon Dragons. Since they are forest spirits, their attacks count as magical attacks and thus can hurt ethereal enemies. 

Addition factors: 
Mounts- dragons are almost always ridden by Dragon princes of caledor, Princes and High Mages. it is rare to see a dragon fly alone 
Rarity- Dragons, all variants included, probably number in the low hundreds, if that. Thousands awoke during the civil war, with hundreds taking place in just one battle. As the war ran on, many of the dragons were lost through attrition, to where they were fielded in the dozens by the final battle. Sun dragons will be the most common, followed by forest dragons and black dragons. Moon and star dragons are very rare, with only a handful remaining in service. 


Phoenix 

Mobility: 6-7 (can fly)
Training/Experience: 4-5 (depends on type)
Max Range: Vicinity 
Preferred Range: Melee
BASIC DESCRIPTION

A flamespyre Phoenix, fire streaming behind, dove out of the darkness to rake the bloodthrister with its mighty talons. with a thunderous crack, the daemons whip lashed out, coiling around the firebirds neck. the phoenix shrieked in fury as its mighty wins strove in vain to bear it aloft once more, but the bloodthirster was too strong. oblivious to the white lions axes blows, the daemon hauled the beast close and tore out its throat with savage fangs. casting the phoenix’s corpse to the ground, the bloodthirster roared in triumph. 
yet the fires of the fallen phoenix did not extinguish with its death. they continued to blaze, growing ever hotter and more furious with each passing moment. The white lions fell back as their cloaks caught light, but the bloodthirster, maddened with gore lust, came on through the flames. three steps had the daemon taken when there was a thunderous boom; the phoenix’s body exploded in a shower of smoldering plumage, and a column of fire spiraled into the sky. caught at the conflagration’s heart, the bloodthirster’s flesh blackened and cracked but, insensate to pain, it came on, hungry for blood. indeed, so intent was it on claiming the skulls of the remaining white lions, that it did not notice the flames draw together and coalesce into a new form- the phoenix reborn. 
It took but a moment for the flamespyre phoenix to sight its erstwhile slayer and, giving out a great shriek, it dove to the attack. on hearing the cry the bloodthirster turned but, before the daemon could bring its weapons to bear, the phoenix was upon it once more. Talons sank deep into the bloodthirsters shoulders and an iron-hard beak punched through the daemons armor to pierce the black heart within its chest. ith one last bellow, the daemons mortal form perished, and its spirit cast back into the realm of chaos. With this final blow, the battle was won.” 
-High Elves, 8th edition 
The phoenixes of ulthuan once dwelt amongst the flamespyres- great alabaster pillars of rock that stood sentinel about the shrine of asruyan. These constantly burned with ht magical flame, for aqshy, the wind of fire, gusted about these rocks as it was drawn to the great vortex. Over generations, the phoenixes of the Flamspyres have become attuned to fire magic, harnessing it at whim. After the destruction of Ulthuan, the Flamespyre Phoenixes found a new home in vauls anvil, a sacred site in athel loren that constantly burns with the fire of the forge. 
When a phoenix is enraged, its plumage explodes into a magical flame, causing the creature to leave a trail of angry fire in its wake. Should a flamespyre phoenix be slain, it explodes, leaving naught behind but a shower of flaming cinders. If the winds of magic are at ebb, the creature perishes, as all living being eventually must. Yet if the air is suffused with enough magic, the fiery fragments swiftly recoalesce; with a booming inrush of air and a flash of searing light, the phoenix is reborn to fight anew. 
Flamspyre phoenixes lack the gift of a civilized tongue. However, they understand elvenspeak well enough and, if treated with proper respect, can be bargained with. Indeed, an accord exists between them and the phoenix guard, with the latter often calling upon the birds to serve as war mounts. This is a truly fearsome combination, the clear headed judgement of the phoenix knight directing the flamspyres fire to where they cause the most damage. 
== LOADOUT ==
Offense: The Phoenix is surrounded in an aura of magical flame. When it flies low over troops, it leaves a trail of fire and destruction. This tactic is especially useful against ships, light infantry and wooden war machines. In close range, the phoenixes sharp beak and tail are powerful weapons capable of ripping through armor. So powerful are these birds in close combat that they can challenge even the bloodthirsters of khorne. Since they are surrounded by magical flame, all of their attacks count as magic attacks. 

Defenses: The magic aura that surrounds the phoenix offers it a form of protection, capable of turning aside even the strongest of blows at times. The fire surrounding a phoenix makes it very difficult for any troops to get close to it unless they are resistant to flame. They can also regenerate near instantly if killed, erupting into a storm of magic flame before reforming into a new phoenix. With the winds of magic freed from the vortex, the air is more saturated by magic and phoenix resurrections will be quite common 
Variant: 
Frostheart phoenix
As a flamespyre phoenix ages, its body cools, and even begins to sap heat from its surroundings. Finally the plumage that once blazed with fire grows heavy with frost and ice. Once this occurs, the phoenix must leave the flamespyres and live a lonely life in the wilds, where they eventually freeze into solid ice statues. Some return to offer their final days in service to the phoenix guard as war-steeds 
Whilst a frostheart phoenix may not possess the vigor 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 riders enchanted armor- 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 defense of their homeland, determined to end their existence striking a final blow against the enemies of the elves. 
== LOADOUT ==
Offense: The Phoenix is surrounded in an aura of unnatural chill that freezes flesh and saps the enemies strength and will to fight. In close range, the phoenixes sharp beak and tail are powerful weapons capable of ripping through armor. So powerful are these birds in close combat that they can challenge even the bloodthirsters of khorne. Since they are surrounded by magical chill, all of their close combat attacks count as magical. 

Defenses: The magic aura that surrounds the phoenix offers it a form of protection. The intense freezing surrounding a phoenix makes it very difficult for any troops to get close to it unless they are resistant they posses enchanted armor.  They are also encased in a hard icy armor. Unlike the flamspyre phoenixes, they are unable to resurrect. 

Additional factors-
rarity- Phoenixes are quite rare, and likely have numbers just slightly greater than those of the dragons. frostheart Phoenixes are even rarer, with a few dozen existing at one time. The rarity of the flamspyre phoenix is somewhat offset by the fact that they are very hard to put down for good. 
Mounts- Phoenixes of both varieties can enter battle on their own accord, or they can be ridden by members of the phoenix guard. 


War hydra
Mobility: 3 
Training/Experience: 2 (trained warbeast)
Max Range: Breath weapon
Preferred Range: Melee
BASIC DESCRIPTION
The Hydra is a titanic beast of the mountians, whose ill-tempered and ravenous nature has proven the doom of many an unsuspecting morsel. Indeed, so ferocious is the hydra that campaigning armies often make wide detours to avoid intruding on such a beast bone-strwed lair. Those that marchon regardless do so either out of confidence in their battle-prowess or ignorance of the hydras savagery.
Over the years, the dark elves have magically bred the wild hydras into something even more ferocious. The domesticated war hydras are much more powerful than the original hydras encountered in the wild. war hydras are notoriously difficult for their handlers to control, and a beastmaster must be quick with his lash lest he be devoured in the enemy’s stead. they are even more difficult to slay, for not only are their scaly bodies incredibly well armored, they also regenerate damage at a frightening rate. a foes only chance is to sever all the monsters heads in quick succession- if even a single one remains, the remainder will swiftly grow back and devour the impudent attack for his troubles. 
There are many ways to be slain by a War Hydra: torn apart, swallowed whole, crushed underfoot, immolated or even skewered by arrows as the rochochet off of its scaled hide. Generals often see even their finest troops pulverized by just a single war hydra and are left to watch with horror as the beast emerges unscathed from the carnage, vents forth and ear-splitting roar, and then charges forwards with thundering strides to trample another regiment into ruin. 

== LOADOUT ==
Offense: The Hydra has 6 heads, each capable of tearing apart men and horses with ease. Each head also capable of unleashing a fiery breath attack to immolate foes before it. The Hydras sheer bulk is a weapon in itself, trampling smaller enemies underfoot and ripping them apart with its claws. The Hydra inspires fear, and many infantry units will flee rather than pointlessly throw themselves before the beasts onslaught. 

Defenses: The Hydras scaly skin is nearly as durable as dragon scale, able to resist arrows and some mundane weaponry. In addition to this, they have incredible regeneration and are able to grow back severed heads and limbs almost instantly so long as one of the heads remains. The only ways to reliably kill a hydra are to sever all 6 heads, drown them, or negate their regeneration with enchanted weaponry. 

Additional factors-
rarity- Unlike the Kharybdis, the war Hydra is not considered a rare creature. While never plentiful on the battle field, the host of the eternity should be able to call upon more hydras than it does dragons. 

Kharibdyss


Mobility: 3 
Training/Experience: 2 (trained warbeast)
Max Range: melee
Preferred Range: Melee

BASIC DESCRIPTION
The Kharibdyss is a loathsome beast of the uncharted depths, its kind rarely seen on land save when the dark elves goad them into war. Untold numbers of these primeval horrors churn in the murky deep off naggaroths western coastline, sating their hunger on any creature foolish enough to cross their path. Occasionally, a Kharibdyss could be sighted among the sea sprayed rocks of naggaroths islands, tentacles writhing with slime as the beast hunts for tasty morsels. Beastmasters covet the kharibdyss as a prize beyond treasures, and only the most wealthy can afford one. The only way to acquire one is to get a sorceress to lure it to the, as a kharibdyss is more than a match for a whole army of dark elf slavers in its own habitat.
Kharibdyss is a slow witted and brutish beasts at heart, and simply rampages where hunger leads it. The beastmaster must occasionally alter the course of his charge with a timely swipie of the beastmasters scourge, lest the beast feed on friend rather than foes. It is not unknown for a beastmaster to lose control of his pet and have it eat its way through the naggarothi ranks, though such occurrences are very rare. Once broken, a Kharibdyss can be counted amongst the most formidable weapons as a beastmasters command. Its slimy body, adapted to resist the fantastic pressure of the deep, is unstoppable once on land, possessing colossal strength and incredible fortitude. Smaller foes are plucked from the battlefield by the crown of flailing tentacles and swept into the maw. Larger one are entangled and held fast whilst razor-sharp teeth feast upon succulent flesh. 


== LOADOUT ==
Offense: The Kharibdyss has 5 heads which also function as tentacles. Each one has a mouth, though all heads differ slightly. Some have a crown of tentacles ringing their mouth, others have large sharp mandibles.Each head is more than capable of swallowing a man sized target whole. All Kharybdiss attacks are considered poison thanks to the toxins they produce. 
They also have large sharp claws and a long muscular tail to injure foes with. Their bulk is a weapon on its own, able to charge through formations and flatten foes by the dozens. They are extremely strong for creatures their size thanks to adaptations to the ocean deeps. 

Defenses: The Kharibdyss’ body is adapted to resist the titanic pressure of the ocean deeps, and it extremely durable. Most mundane weaponry will bounce off of their skin, arrows fail to conect, and only the most powerful monster, magic and artillery can hope to bring one down. 



Additional factors-Extremely rare- possibly the rarest beast in the army if we don’t count the different dragon variants. Kharibdyss are hard to catch and hard to transport, so there will likely only be a handful of them total throughout the war, perhaps a dozen or 2 at best. 
Artillery 
Mobility: 1 (mostly fixed position) 
Training/Experience: varies based on crew 
Max Range: artillery
Preferred Range: long range
BASIC DESCRIPTION

Unlike many of the other races, the elves have never made use of gun powder weaponry or stone throwing mechanisms. Instead, they rely on a form of bolt thrower to fill the various roles of artillery. The most common is the Eagle Claw Bolt thrower, which not only plays an important part on the battlefield but also bristles the sides of ulthuans warships and the battlements of its fortresses. The standard sized bolt thrower has 2 methods of firing. It can loose single shots capable of piercing dragon hide and disembowelling a giant, or clutches of six lesser bolts to mow down massed infantry before they reach the elven lines. Such is the skill of its crew, and the speed with which they reload, that only seconds separate one deadly volley from the next. Despite their appearance, Eagle claw Bolt throwers are capable of performing siege functions, damaging walls and buildings where they hit. Larger Bolt throwers are even more powerful, capable of ripping out sections of walls or felling huge war machines. Some of these bolt throwers fire shafts as thick as a mans leg. The very largest are truly impressive siege machines, with bowstrings as thick as a clenched fist and bolts carved from whole tree trunks. 
== LOADOUT ==
Offense: The eagle claw bolt thrower can fire 6 rapid shots which can take out infantry, or one powerful shot that can take out monsters, crack walls and pierce ranks. Where bolt throwers lack in sheer explosive firepower like dwarven canons, they make up for it in reliability, accuracy and rate of fire. Elven crews can keep a near constant barrage thanks to their training with reloading, and bolt throwers are not prone to the catastrophic misfire that can plague black powder weapons. 

Defenses: Elven artillery is typically placed in the back of the lines, on ships, on battlements, or in sky chariots. The crew that accompany them are all capable warriors. 
Variant: Bolt throwers range in size from the common type which fires large spear sized bolts, up to massive machines with bolts carved from whole tree trunks. 

Dark elves make use of the reaper bolt thrower. It uses the same basic mechanism as the eagle claw bolt thrower, though the machine is turned on its side. The bolts are typically barbed to maximize suffering and damage in victims who are unfortunate enough to survive a hit from them. Dark elves also use bolt throwers more often than high elves, so reapers will be the most common artillery seen on the field. 


Treemen 
Mobility: 3-5 
Training/Experience: 7-10 (some are far older than the race of elves) 
Max Range: 50 meters (battlefield range with some magic attacks for ancients) 
Preferred Range: Melee

BASIC DESCRIPTION
The most powerful of Athel Lorens spirits are able to entwine their essence with that of a living tree, moulding it to their will. it is not a decision taken lightly, for when a spirit forms a bond with a living tree, they become irrevocably merged and cannot choose to leave- only death can sever the connection. From that moment on, the will of the spirit shapes and drives the tree, using knotted bark  and gnarled branches to serve where an insubstantial spirit form cannot. Thus is a treeman born. 
Treemen are revered by elf and forest-creature alike, and are often infested with lesser spirits living amongst their branches, roots and hollows. For their part, the treemen cherish all lesser creature- they have a warmth of character wholly at odds with that of the dryads. these incredibly old beings have seen entire races rise and fall like the ascent and descent of the sun, and understand the passing of time in a completely different way to mortal creatures. Some remember even the time before elves walked the world, and expect to remain when the elves walk no more. 
A treeman can be counted amongst the mightiest of Athel Lorens denizens. His gnarled form is almost impervious to harm, and his strength a near match for the dragons of the deep glades. treemen do not fight with grace of finesse, but with huge sweeping blows that strike home with enough force to shatter stone. they can stomp their knurled feet into the ground, knocking foes to the ground, or even send writhing roots to drag foes deep underground where the tendrils can feast upon flesh and bone. 

== LOADOUT ==
Offense: 
Treemen are creatures of great strength and durability. They use their fists and feet in devastating attacks that can shatter stone and surely pulp flesh. They are also able to extend their roots and branches into tendrils which wrap and impale foes. these roots can attack foes up to 50 meters away. 
Some treemen fight with massive swords, spears, clubs and other such weapons, which are proportional to their size. 
Defenses: 
The Treeman has a skin of thick, gnarled bark that is near impervious to damage. It is wooden though, so it is vulnerable to fire based attacks. Treemen also are host to many smaller forest spirits that nest among their branches and hollows. When their home is threatened, these spirits will sometimes swarm out to attack the offenders. 

Variant: 

Treeman ancient- Of all the treemen of Athel Loren, there are those- old beyond mortal reckoning- whose names are revered above all other; the Treeman Ancients. When first the pact between forest and elf was formed, it was they who spoke on behalf of Athel Loren, and they were old even then. Treeman ancients seldom rouse themselves to war; They find the colors of the waking world less vibrant as they get older and so steadily retreat into the dreaming lands of sleep where their magics nurture and shape the forests growth. thus do the treeman ancients pass through teh centuries in a state of dormancy, tended by small groups of dryads. Only when dire times befall are they awoken from slumber, for only with their leadership can Athel Loren be roused to its full fury. 
Treeman ancients are slower than Treemen, but they are more resilient and have access to the Lore of life. 

Additional factors-
Rarity- Treemen are not rare, but many of them slumber the centuries away rather than remain active. Treemen will be rare sights on the battlefield, probably about as common as dragons. Treeman ancients are exceptionally rare, and there will probably only be a score of these at best. 
Forest spirit- Treemen are beings of magic who are merely inhabiting a mortal shell. They are imbued with magic and thus their attacks count as magical. 
LORES OF MAGIC
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In Warhammer all magic comes from one source; the Winds of Chaos, which themselves come from the great Realm of Chaos. Just as it is with 40k and the Warp all spells and lores below should be considered subcategories of one single magical source.
Below are the many different lores available to the Host of the Eternity King.  It should be noted that, unlike 40k magic spells, these do not always automatically bypass armor unless otherwise noted, and effectiveness will always be modified by that. However all magical attacks and conjurations are considered of magical prowess, capable of affecting immaterial ghosts and demons, and of a particularly higher plain of effect than the physically mundane.


All spells are listed in order from weakest and most basic to the strongest, which usually requires a mage with some skill to harness. Just like Warhammer 40k, this list should not be taken as an all-inclusive nor exhaustive; there are literally tens of thousands of spells in Warhammer’s existence.
Most Lores of Magic practiced by any race will have weak, but easily learned and well known spells known as ‘signature spells’. They are so common that practically every wizard learning the lore knows them. Other spells are more unique in taste and use, and it is unlikely and rare to find two wizards in the same army group to know the same spell. As few are detailed a lot of new the magic of individual lores can be considered by archtype as they share standard rules and archtypes. For example the Lore of Life is mostly about regeneration, increasing durability and protection while Shadow deals mostly with deception and illusion. 

Magic in Warhammer is low-inclusion but powerful. This means that most low-end spells in Warhammer can affect a half or a dozen at once, with medium power one’s going in affecting dozens and the rare (but not ultra-rare) high end affecting even hundreds at once(or more)!   The specific numbers given below are their official stats in game, but the amount affected can be higher (or weaker) in lore.  However this comes at a cost, as magic in Warhammer is both harder to control then other fictions and there are comparably fewer mages. As a magically inclined race, elven mages are typically stronger than the mages of other races, and there are more of them. There are known to be at least 500 magic using elves total between the 3 races. 

The increased strength and power of each spell makes it harder to cast, requiring a greater collection from the Winds of Magic pertaining to that particular lore for its use, though the more skilled a wizard is, the easier they can absorb and safely cast the spells. Skill levels vary from the dragon princes of caledor who use just a select few spells from the lore or fire,  to Powerful Archmages that can Wield all 8 lores in addition to high magic. Personal stamina does factor into the amount these wizards can cast too, and they will find themselves increasingly drained the more they cast . Potent spells will exhaust them  very quickly and mages can usually only maintain one spell at a time. There are Dangers with using spells and many a mage, even skilled ones, are wounded or killed by magical misfires that may come from mispronouncing a word, giving the wrong gesture or an enemy disrupting their spell. Elves typically are less prone to this as they have decades if not centuries of training before they take to the battlefield. 


LORE OF LIGHT
Hysh is the Wind of Light, and associated with the Lore of Shadows. Its abstract intangible, abstract  and all-permeating, making its lore one of the most difficult to master. It requires the total determination of mind and will in order to channel to a spell. The lore is attracted to forms of light such as candles, lanterns, true hearts, and harmonious chanting and ritual. Thanks to its purity, it is harmful to the very existence of Undead and Daemons, and will do greater damage to them than anything else. This does not stop, however, Liche Priests from using the lore.  
-Shem’s Burning Gaze: Bolts of cleaning energy fly from the Wizard's hands, searing evil wherever they strike.Has a range of 300 meters and can functions as a magical missile, burning those it strikes. With greater effort the wizard can increase the potency of the light missile to even burn monsters and increase the range to 1 kilometer.
-Phâ's Protection :The Wizard calls upon the beneficient Guardian of Light to protect his allies from harm. Vast on a single unit within 50 meters, or, with increased magical effort, all units within the same range, this spell makes it harder for those protected to be hit.
-The Speed of Light: Light knows no burden of flesh, and nor do those that receive its blessing. Boosts the target unit’s skill at arms and reaction speed to legendary measures (faster than even a vampire) while the spell lasts. Can be cast on a single unit in fifty meters or, with additional effort, all units within 50 meters.
-Light of Battle: Reaching into the Wind of Hysh, the Wizard draws forth ennobling energies to steady faint hearts. Essentially it stops units from fleeing and gives them near flawless willpower when in effect. Can be cast on a friendly unit in 50 meters or all of them in 50 meters. However as the Undead do not feel fear, this probably won’t be used often by them.
- Net of Amyntok : The legendary Net of Mayntok was rumored to have been woven to hold the Great Deceiver itself. It functions as a magical snare on any unit within 300 meters( 1 kilometer with more magical effort) causing them to struggle to move, fight, or shoot. Those that can’t overpower it get crushed beneath the magical net.
-Banishment: The purest light can destroy anything untainted by darkness. With a range of 300 meters or 1 kilometer (with increased power) this spell can destroy the existence of the targeted enemy unit, with the potency increasing the more light wizard are nearby. 
"‘The Wind of Hysh repels you!’ shouted Jovi Sunscryer, standing on the riding plate of the Luminark and gesturing fiercely at the strange apparitions. The skies flashed white, and two of the wraiths were obliterated by lances of energy that darted from the gloom.
A second later a latticed net of light flickered into existence in front of the remaining wraiths. They galloped right into it and were held fast in the air, the strange magical trap curling around them as it threw dancing shadows everywhere. The fell creatures screamed curses in a language that Bernhardt did not understand, though the wizards were shouting louder and louder in a repetitive chant that sounded suspiciously similar.
There was a chime of glass as Khalep swung the apparatus around, releasing a searing blast that burned straight into the trapped wraiths. When Bernhardt blinked away his shock, the figures were no longer there, and the echoes of their dismayed shrieks were fading away to nothing." - Sigmar's Blood, illustration of previous two spells 

-Birona’s Timewarp: The Wizard infuses his allies with Light Magic, freeing them from the passage of time and speeding their actions. Thanks to time manipulation it allows them to move and attack much faster and get more off. Can affect one unit in 50 meters or, with increased magical effort, all in 50 meters.

LORE OF SHADOW

Lore of shadow

Ulgu is the grey wind of magic, and is associated with the Lore of Shadows. Ulgu is a mysterious wind, which spreads disorientation and confusion amongst those it touches. It is spoken of as a thick grey fog, and it is drawn to still lowlands and waterways where natural mists gather at dawn. Deception, mystery, and illusions also instinctively draw this wind. Ulgu invokes the sensation of being lost, or perplexed by something that you can’t quite put your finger on. The Shifting Isles off the coast of Ulthran were shrouded with the power of Ulgu, and this provided an impenetrable maze to protect the isle from invaders. 

Its wizards are masters of illusions. Their spells have minor teleportation woven within them, and they can switch places with characters nearby, up to 100 meters nearby, after a spell is cast.

After the destruction of the great Vortex, the wind of Shadow was bound to King Malekith. All Shaodw magic flows to him, so the elves will never be short on its power. 

-Melkoth’s Mystifying Miasma: This spell conjures up a mystical numbing fog enemies to foolishly wander about and stumble. Used on any unit within 1 kilometer (meaning it can be used on artillery) this drastically reduces the accuracy and skill of that unit’s range as well as makes their movement and actions clumsy and uncoordinated. Elves commonly use this spell (or one similar to it) to both conceal their numbers and blind the enemy. A good example would be during the battle of Marienberg, in which the mages under command of Sealord Aislinn conjured thick banks of blinding fog to confuse the humans. It had no effect on the elves. 

-Steed of Shadows: Conjures a single flying shadow drake that can pick up a beleaguered friendly character or the wizard himself and extends their movement to have flight characteristics. Can also manifest as a shadowy horse capable of traveling faster than any mortal steed. Teclis makes heavy use of this spell to get around, and has shown to sustain it for days on end. 

-Enfeebling Foe: Deceived by the Grey Wizard’s magic, the enemies burdens become literally heavy, sapping the strength of a enemy unit. Can be done on any unit within 100 meters or, through increased casting, 500 meters.

-The Withering: This spell reaches into the minds of the foe, instilling feelings of doubt and weaknesses. The mental weakness makes them more vulnerable to the enemy on the physical realm. Can be cast on a enemy unit anywhere over 300 meters or, with more casting power, 500.

-The Penumbral Pendulum: A ghostly razor-edged pendulum swings above the wizard. At a command it swings straight for the enemy and upon release bounces like a ghostly cannonball. Enemies that don’t move out of the way quick, and are unlucky to get hit by the bounce, die unless super durable. This bounce has a max range of 500 meters or, if the wizard puts a lot of power into the cast, 3 kilometers!

-Pit of Shades: The Shadow wizard opens up a vortex to the infamous pit of shadows, swallowing up any that don’t get out of the way quick enough. Those that fall in a realm of infinite shadow and the wailing of those that lie beyond. At its base the vortex is 10 meters wide, though with greater casting it be 20 meters.

 -Okkam's Mindrazor :The Wizard summons phanstamal weapons for his allies that shred the folds of consiousness and reason. Victims of these midrazor believe themselves slain, and so they die. Essentially makes it so physical durability is near useless and instead mental durability- i.e. refusing to accept death or believing themselves not dead- matters more.  Can be targeted on any unit within 100 meters or, with increased magical effort, 500 meters. 

Lore of Death 

Shyish is the purple wind of magic, and is associated with the Lore of Death. The power of Shyish comes from the ending of things, the slow decline of the soul, and the certainty and terrible awe of death that all sentient creatures must face at some point. Shyish tells us that even though physical form must inevitably come to an end, creation is permanent, and there exist forces larger than our mortal selves that deserve respect and even reverence. Shyish is drawn to places where death must be faced, or where things are brought to an end. It blows strongly around battlefields, lingers around gallows and courts of justice, and hangs in the mournful silence around fresh graves. It is said to be strongest around times of obvious transition, when one state ends and another begins. Dawn and dusk are the most obvious examples of this, but also spring and autumn, and the equinoxes that mark the beginning of the end for winter and summer.

It is because of their ability to gain from slaughtering the enemy that wizards of the Lore of Death can sometimes “re-charge” their Winds of Magic, utilizing their expended life force for energy, allowing them to summon greater spells or cast more.

-Spirit Leech: The caster chooses a single enemy character (1) and tries to drain his soul. The success depends on enemy overall willpower, with the greatly willful capable of fighting it off entirely. Has a range of 50 meters normally, that can be via more energy extended to 300 meters.

-Aspect of the Dreadknight: The wizard targets a friendly unit within 300 meters and surrounds them with a invisible aura of horror, making enemies scared to fight them. The wizard can upgrade this power to make them even more horrifying, so that only the bravest would consider tangling with them.

-The Caress of Laniph: Laniph was a Arabian sorceress known for both her capriciousness and passions that haven’t stopped after death. In casting this spell the wizard calls her back from the spirit world and sics her on a single enemy character. While she might just caress him she has a chance of trying to forcibly drag him back to the spirit world. Should the enemy not be strong enough to fight her off, she’ll succeed. Has range of 50 meters or can be enhanced to 300.

-Soulbright: Harnessing the sickly power of death, the conjurer hexes a enemy unit and weakens his will to live. This correlates into being slightly weaker and less durable in combat. Can be cast on any unit within 300 meters or, with additional prowess, cast on all units within 300 meters.


-Doom and Darkness: With this terrible spell, the wizard has spirits of the departed assail a enemy unit, sapping its willpower. This makes it easier and more likely to rout, along with its willingness to follow orders. Has a range of 300 meters that can be upgraded to a range of about one kilometer.

-Fate of Bjuna: This odd little spell conjures the fate of the warrior of Bjuna, a powerful warrior infamous for never smiling. He then laughed so hard his sides burst, perishing that way. This spell targets a single enemy character and causes him to laugh uncontrollably, with the potential of his sides literally bursting from the strain. Should he survive he still has giggling fits the rest of the battle, and thus won’t be totally mentally competent.

-The Purple Sun of Xerus: The lore of death’s most powerful spell, this conjures a colossal orb of purple edged darkness over the battlefield.With a diameter of 9 meters, it will then start to roll in a direction directed by the caster. Any that fail to get out of the way die immediately. How far it moves is a bit random, but many dozens of meters easily. The wizard can, through increased casting, upgrade its diameter to 20 meters!

However this power comes with a drawback, for death can be incredibly fickle. Should the wizard mess up the cast the giant purple orb will always still appear, but directly on top of him! It will then roll in a random direction for a couple dozen meters,  killing those allies nearby (for wizards are usually near the back of enemy armies).

Lore of fire 
Aqshy, the red wind, is the part of the Winds that is most affected by experience and passion. Emotions such as brashness, courage, enthusiasm, aggression, excitement etc. fall within its wing, and those that practice the use of fire are slowly molded into more impulsive, passionate individuals. It collects around open flames, volcanoes and dry deserts scorched by the sun. It is also attracted to wherever there is excitement and argument, courage and vehemence, since Aqshy is the Aethyric coalescence of passion in its widest possible sense. It is thanks to this habit of collecting around fire that Bright Wizards can “extend” their winds duration a little longer than most other lores, for they are constantly creating more fires!

In battle seven spells are predominately seen from these wizards, ranging from weakest to the most powerful which only highly skilled wizards can cast.
-Fireball: Not surprisingly the basic attack of the Lore of Fire is the fireball. The power and range of the Fireball is variable, with more powerful wizards capable of increasing this magical abilities strength (with the draw off of being harder to cast and uses more magic). At the low-end it can have a range of 300 meters and strike up to 6 targets at once, while at highest it can have a range of a whole kilometer and kill up to 18 at once. It is a ‘signature’ spell.

-Cascading Fire Cloak: The Wizard surrounds himself and his closest allies with a cloak of fire, which scorches nearby foes attempting to attack in melee.

-Flaming Sword of Rhun: Upon targeting a friendly unit within 300 meters (or 1 kilometer if the wizard is very good) can get all their weapons magically augmented via this spell, which causes them to burn continuously. These weapons now count as magical and flaming attacks, so they can hit magical creatures otherwise immune (ghosts) and cause their targets to burn.

-The Burning Head: The wizard conjures up a cackling which then bounds towards the enemy like a bouncing cannonball. Any enemy caught up within its bounce, which can go on for up to a 100 meters, gets burned and may even cause some in said afflicted unit to panic! A skilled wizard can extend this range to 500 meters. 
-Piercing Bolts of Burning: Focusing all of his mystical might, the Fire Mage conjures giant burning magical projectiles and unleashes them on any unit within 300 meters (1 kilometer if high end). Each rank of the target unit is then pounded by spear-sized burning bolts.

-Fulminating Flame Cage: 
With outstretched hands, searing flames shoot towards the enemy and seek to surround them in a fiery prison. Those caught in it are slowly burned to a crisp, while those trying to escape must leap through a ring of fire. Has a range of 300 meters and has to be channeled
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-Flame Storm: 
A roar of flame bursts from the battlefield, the roar of its creation almost drowning out the screams of its creation. A typical fire storm has a radius of ten meters, though a better wizard can extend that to 20. In both cases once created the column then explodes outward, extending briefly the flame several meters at least, up to a max of 25 meters for the smaller storm and 50 m for the larger storm.






LORE OF BEASTS
Ghur, the Brown Wind, the Wind of Beasts, is not surprisingly the antithesis of order. It is attracted to Wild animals and places, and starts to flee when near cities or other aspects of civilization. Not surprisingly the unit power of this wind makes it easier to cast on Beasts and animals rather than people.

-Wyssan’s Wildform: This spell, with a range of fifty meters (or 300 with increased effort), unleashes the beast within his allies, shaping its fury to make a target unit or squad stronger and tougher.

-Flock of Doom: With a bellowed command a horde of crows is summoned to peck at a chosen unit’s eyes, any within 300 meters or a kilometer for the stronger variant.

-Pain’s Impenetrable Pelt: Calling upon the Beast Spirits of the Wild, the wizard temporarily covers sheathes his vulnerable flesh in layers of thick hide and fur. Essentially this makes the wizard (or whoever he casts it on) much, much tougher to hurt. Through additional effort he can cast it on all important characters within 50 meters.

-The Amber Spear: Sounding a Gnarled horn, the wizard conjures up a glowing giant amber spear which is then hurled at any enemy within 300 meters, ignoring armor entirely. It functions just like a ballista and can penetrate multiple individuals at once, to a max of six. With increased effort the wizard can summon a larger spear that can penetrate up to ten enemies at once or wound even the most monstrous and armored of creatures.

-The Curse of Anraheir: Summoning nebulous and insubstantial spirits, the wizard then has them seek out a target squad and claw at them. This provides a potent distraction for the enemy as they struggle to move across terrain while being clawed at and struggle to hit the enemy. Can be cast on any enemy across 500 meters or, with increase charge, any enemy across a whopping ten kilometers!

-The Savage Beast of Horros: An extreme upgrade of Wyssan’s Wildform, the Savage Beast of Horros fully unlocks the beast within. This powerful spell is then targeted on a fellow hero or champion, making them drastically stronger and much, much more ferocious in combat. As a result they hit far harder and attack much faster. With increased casting effort, the wizard can target all heroes or champions within 50 meters to give them this buff.


-Transformation of Khodron: The ultimate expression of mastery of Beasts, the wizard when he uses this power transforms into a truly monstrous creature. This can include chimeras, manticores, hydras or even dragons! While the wizard cannot use magical items or cast spells when in this form, he doesn’t need to and is significantly more powerful. The only drawback is that very rarely the wizard cannot transform back however most of the time in battle he won’t need to.



LORE OF METAL
Chamon is the yellow wind of magic, and is associated with the Lore of Metal. Chamon is the densest of the colors of magic, and is attracted to heavy metals such as gold and lead. Spells involving Chamon frequently make use of these two metals; gold as a magical conductor, lead as a magical insulator. Compared to other magics, Chamon is rooted in the physical world, and it is relatively easy to get to grips with its basic concepts, although it has deeper complexities which make it difficult to truly master.

Chamon is an interesting lore in that its properties are actually more effective against armored foes then non, with heavy armor being most vulnerable to this lore. Conversely those without armor at all or really light ones are nearly immune. 

-Searing Doom: With a range of 300 meters, Searing doom is a magic missile. Sizzling silver erupts from the wizard’s fingertips, killing up to 6-12 (dependent on power behind cast) at a time via a most horrible fashion.

-Plague of Rust: At a wizard’s command, the armor of the enemy unit begins to rapidly decay away in clouds of tiny flakes. The more powerful and durable the armor, the longer it takes; however the more rewarding the plague will be. Can be cast on any unit within 300 meters or, with greater casting time, 1 kilometer.

-Enchanted Blades of Aiban: The wizard sends powerful magic coursing over allies’ weapons, making them far sharper than before. Cast on any unit within 500 or 1 kilometer, this spell makes weapons much better at piercing armor and counter as magical weaponry.

-Glittering Robe: Usually cast on a single unit within 50 meters, the wizard can, with additional effort, cast it on ALL units within 50 meters. This spell conjures a large, shimmering, scale cloak to protect allies and gives them a boost to armor proficiency.


-Gehenna’s Golden Hounds: This spell conjures a pair of massive golden hounds and sends them after a target. These powerful hounds can be summoned right next to the enemy and only those exceptionally durable or with great bodyguards will be able to fend them off.

-Transmutation of Lead:  As the wizard extends his hand towards the enemy unit, their weapons become twice as heavy, burdensome and unwieldy. This makes it harder for them to hit enemies or even properly defend.

-Final Transmutation: With a incarnation the wizard targets a enemy unit and unleashes a spell that transmutes them into unliving gold! Though some may escape the spells effect obviously this is a devastating morale effect on the enemy. Worse some might be overcome by greed and attempt to cover the riches as their own! Normally has a range of 100 meters, with some having 500 meters.

Misc. Spells. Some others spell by this lore of magic can turn bones into molten metal or even reshape scrap weapons into golems that can fight for the mage! 

High Magic Dark and High Magic can be considered the combination of many “colors” of magic into one consistent force. High Magic is done through finesse and care, distilling the winds of magic into its purest form. Spells in the lore of high magic have aspects of all 8 lores, but combined in ways a sorcerer limited to just one wind could never dream of. 


Drain Magic- The wizard conjures a vortex of anti-magic to calm the battlefield. Any unit this is successfully cast on within 100 meters has the effects of another spell erased. If cast on friendly units, it removes any kind of hex or curse that was plaguing them. If it targets enemy units, it removes any kind of magical buffs or augments they were using. 

Soul Quench- White light burst forth, banishing the spirits of those it touches. Essentially a mix of light and death magic, this is a magic missile attack with a range of 100 meters. 

Apotheosis- Waves of pure magic infuse the wizards ally. Any single character or special unit within 100 meters regenerates damage, and causes fear in enemies who see it due to it being imbued with magic. 

Hand of glory- with a simple sign, the Mage grants his allies the might of old. Allies who have this cast on them find their weapon skill, strength, or speed increased. A more powerful version of this spell increases all of those characteristics, but is twice as hard to cast. It is a low level spell, and even the enhanced version is easier to cast than some of the spells below. 


Walk between world- This spell turns targeted allies within 300 meters into ethereal units that instantly teleport up to 40 meters from their starting location. With increased effort, this can be boosted to move those units up to 200 meters from their starting location. Wood elves are known to use this spell when they travel to other lands, turning the entire envoy into ethereal units that pass through towns and other obstacles unimpeded. They can keep this spell going for days on end, but typically don’t attack. 

Tempest- this direct damage spell summons a 20 meter storm that throws foes about and makes it extremely hard for them to make shooting attacks. Has a range of 300 meters. 

Arcane unforgiving- The Magic of unmaking flies from outstretched hands. This direct damage spell targets any unit or character with a range of 300 meters. This spell ignores armor, and has a 5/6 chance of breaking an enemy characters enchanted weapons or other magic items. 

Fiery Convocation- With  single secret word, fire rages and flesh burns. The Fiery convocation summons a massive living storm of flame with a range of 300 meters that continues to burn the enemy unit an opposing wizard dispells it. This living flame spreads particularly fast, even on substances that typically aren’t flammable. 

End Times Magic
The End Times have come and with it Chaos in a much more powerful incarnation. The Magic of the End Times have been ripped from the Great Vortex that once stabilized it, resulting in the world being saturated with greater amounts of magical energy. Though this magic is far beyond the majority of magic users to utilize, those who have mastered the lores can deploy wholly unique spells of ultimate battlefield potency. 

It should be noted that End Times Magic is not synonymous with Storms of Magic; as discussed later, these magic events represent breaks in reality that saturate the world with far more Chaos energy then exists on the planet now. 

Summon Arcane Fulcrum: A magical fulcrum is a arcane conduit that inherently draws magic towards it, making it very powerful for the one who controls it. Though it can only be occupied by one at a time the sheer amount of magic surrounding the building gives the one who controls it magical protection in the form of a force-field that keeps most everything but artillery, magic, and exceptionally powerful foes out. As the fulcrum usually rises way above ground its difficult to assail by ground forces, too. That said the effect of any miscast on the fulcrum is magnified to terrible proportions. 

As of the End Times, level 3-4 wizards (masters essentially, most wizards 1-2) can summon a fulcrum into existence. 

The Spells the Undead Legion can use as a result of End Times Magic are below:
Bridge of Shadows (Lore of Shadow): At the wizard’s command, a bridge of shadow and spite whisks a friendly unit across the battlefield. With a range of the wizard’s line of sight, this can be used to remove a friendly unit that is suffering in combat behind friendly lines to safety or potentially re-position another unit in a place disadvantageous to the enemy. Its only limits are line of sight and the fact that the unit cannot be teleported onto impassible terrain or already existing units.

Ashes and Dust (Lore of Death): A choking dust cloud (around 20 meters diameter) emerges from the wizard’s finger tips before being unleashed on the enemy. Though the cloud itself can be resisted easily enough by those with sufficient strength, it can travel many dozens of meters before dissipating. As always if miscast this spell appears directly on top of the casting wizard before flowing into friendly troops.



Enlightenment (Lore of Light): The Light Wizard uses the Lore of Light to strengthen the righteous and banish the unrighteous.  The destruction part targets enemies and banishes them whose will is too low to resist. The buff  enhances the targeted units until they become unbreakable in combat, not flinching at even the most horrific enemies. 

-Meteoric Ironclade : Casting charms of silver and iron, the wizard creates a magically enchanted suit of armor that no mortal weapon can break. Essentially this extremely powerful spell, until it phases away or is dispelled, makes it so a targeted unit is immune to all but the most powerful attacks.

Withering heat (lore of Fire): The fire mage uses the lore of fire to curse his foes flesh with desiccation. This spell affects every foe on the battle, and causes them to become flammable. And fire based attacks are extremely effective against foes hit with this spell. In addition to this, the desiccated foes are slower, and cannot move as fast when charging, fleeing or pursuing and enemy. 

Murder of Crows (Lore of Beasts): This spell conjures a swarm of arcane crows roughly  20 meters across that tear the flesh from their enemies bones. this swarm travels across the battlefield until dispelled, and any units they fly over are brutally attacked. 

Let the four winds blow! (Lore of Heavens): Calling upon the spirits of air, the mage sends four mighty winds howling across the battlefield. These winds can target any enemy unit or magical vortex independently of each other so long as the target is within 1 kilometer. The winds blow enemies into each other and terrain, causing damage. If the winds push a magic vortex spell (friendly or enemy) into an enemy unit, that spell affects that unit as it normally would. 


Storm of renewal (lore of Life): raw life energy flows across the battlefield, mending wounds and restoring the fallen to fresh vigor. This spell is a 20 meter wide vortex that moves across the battlefield and revives most of those it passes over. The Mage determines the direction this spell moves in. Generals and standard bearers are healed first, with rank and file units being the last ones healed.