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25FEB15 - FACTION UNIT RELEASE

Printed From: Illyriad
Category: News & Announcements
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Topic: 25FEB15 - FACTION UNIT RELEASE
Posted By: GM Stormcrow
Subject: 25FEB15 - FACTION UNIT RELEASE
Date Posted: 25 Feb 2015 at 01:38
FACTION UNITS & BEHAVIOURS

We have released 189 new faction units into the game.

They are currently receiving their "behaviour" orders, and will start patrolling the areas around their central hubs over the next 48 hrs.  Right now they will not attack players; but they will defend themselves if attacked whilst occupying a square.

This nearly completes the release of faction units into the game.  Potentially aggressive faction behaviour should be understood to follow shortly.

Enjoy!

SC



Replies:
Posted By: GM Stormcrow
Date Posted: 25 Feb 2015 at 01:39


Purifier (Human Cavalry) - Fratri Hominis [FRATR]
In areas where the Fratri Hominis are prevalent, one will often find these Knights - wearing their distinctive yellow cloaks, and with a white star on their shields - suspiciously roaming the countryside, looking for non-humans or those of mixed blood. Often times, such unfortunate people are dragged off in the middle of the night, never to be seen again...
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1210045936332428
 
Battlefield Physician (Human Infantry) - Kingdom of Larn [LARN]
The barber-surgeons of Larn are famed for their ability to save lives on the field of battle, and are often sought out by rulers beyond the lands of Larn itself.
SpeedCarryXPAtkDefCavDefSwoDefBowDefSpr
720122222
 
Whitebow (Elf Ranged) - Lyrians [LYRIA]
The Whitebows, also called the Whitebow Guard, are said to shoot further and more accurately than any other archer. Often they will shoot down aggressors who have not even readied their attack formations. However, putting all of their faith in their famed bows, and disdaining armour, they can be cut to pieces by a foe who closes in for the kill.
SpeedCarryXPAtkDefCavDefSwoDefBowDefSpr
83043316233724
 
Skullsplitter (Orc Infantry) - Marauding Skullsplitters [MARAU]
The Skullsplitters are brutal, tough warriors, convinced that the gods have given to the Orc race the right to battle and to enslave every other race in Illyria. And they make sure that everyone knows it. Their war-cries, threats and screams strike fear into the hearts of weaker foes, and many an enemy has fled the battle in terror before combat is even joined.
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74033016171215
 
Huskarl (Human Infantry) - Nordlanders [NORLA]
These are the bodyguards of the Northmen Chieftains and kings. They are well-armed and armoured, and will gladly fight to the death for their noble. When foreign nobles perform a service for, or win the friendship or admiration of, the Northmen elite, the greatest gift the Northmen feel that they can give is to send one of their bodyguards to fight for the foreigner.
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65044223463639
 
Pillager (Human Cavalry) - Udan Tebriz [UDAN ]
The Pillagers of Udan Tebriz are denounced by most soldiers as cowards and opportunists - not real warriors at all. Unarmoured, armed only with light swords and javelins, they are in it for easy plunder, not to fight, and when they Raid they will refuse to fight if they find that they are outnumbered.
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19100219161399
 
Ironwall (Dwarf Infantry) - Clan Moedagh [CLANM]
Encased in thick plate armour, with huge shields and heavy axes, these warriors stand in battle as a wall of iron - hence the name. They shrug off flimsy arrows and spears, which rarely penetrate their armour, but can be outfought by skilled swordsmen who are not so encumbered.
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34244429185542
 
Berserker (Dwarf Infantry) - Clan Moedagh [CLANM]
The Clan's Berserkers are a far cry from the shrieking hordes which the name might suggest. They are focused, usually silent in battle, driven by vows to atone for their ancestors' defeats. But they are relentless in the attack, and utterly heedless of their own safety.
SpeedCarryXPAtkDefCavDefSwoDefBowDefSpr
72034714171113
 
Tunnel Fighter (Dwarf Spears) - Clan Moedagh [CLANM]
The bulk of the Clan's warriors are lightly-armed and agile - a far cry from the usual image of a Dwarven warrior. But their role is far from typical. They are not trained for pitched battle in open terrain. They are supposed to fight in dark tunnels against an elusive foe, venturing into the depths to fight ancient enemies. In the open, their skills serve them well against fast-moving cavalry; however, they also leave them vulnerable to archers.
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915181613413
 
Shieldman (Dwarf Infantry) - Clan Reashag [HILLD]
Clan Reashag's Shieldmen are armed with distinctive huge shields, bound in iron and covered with spikes and studs. A favoured tactic, when facing cavalry is to stand the shield on the ground, propped up with a stave, and duck: horses must either leap the obstacle (to be gutted from beneath by the swordsman) or crash into its spikes. Unfortunately, these unwieldy objects make the Shieldmen vulnerable to conventional swordsmen, who can easily outmanoeuvre them.
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53632941203230
 
Reashag Stalwart (Dwarf Infantry) - Clan Reashag [HILLD]
Clan Reashag's Stalwarts are primarily used for offensive missions, often in support of allies.
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64034017211820
 
Dawnraider (Human Cavalry) - Crimson Dawn [CRIMS]
Move fast, strike first: the Crimson Dawn mercenaries who sign up for its Dawnraiders delight in the speed and flexibility of their role, often aiming to overrun enemy positions before their foes can react. While most barbarian warriors consider captured weapons to be the finest trophies one can take (and the height of sophisticated interior design), the Dawnriders will only mount on their walls weapons which are still in their sheaths. The message is simple: the kills they are most proud of are those where the enemy has not even had time to draw a weapon in defence.
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1910022119151011
 
Striker (Elf Cavalry) - Crimson Dawn [CRIMS]
The Strikers are the core of this barbarian mercenary army. They're tough, fast horsemen, with a good reputation for combat. But they are not stupid, and as professional mercenaries, they are keen to survive to fight another day.
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208034325141112
 
Defender (Human Spears) - Crimson Dawn [CRIMS]
Those who wish to join the Crimson Dawn but who do not meet their high standards for horsemanship, yet who are none-the-less physically fit and strong, may be taken on as Defenders - spearmen whose role is to guard camps and protect supplies. They are not well-armed but they are tough, and, accustomed to training against cavalry, they are a match for many mounted foes...
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82021232171219
 



Posted By: GM Stormcrow
Date Posted: 25 Feb 2015 at 01:40


Groundling (Monster Infantry) - Daedalons [DAEDA]
Daedalons who, through injury or natural defect, cannot fly, are shunned by their fellows. Considered useless by their own community, they often wander to set up 'nests' in settlements of other races. Their hosts may appreciate their guests' strength and ruthlessness, as the Groundlings are always content to lend their aid in battle. But the downside is that the Groundlings seem unable to differentiate between such concepts as 'host', 'food', and 'friend': if the Groundlings are not fed regularly, children will go missing.
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7033923261918
 
Juvenile Daedalon (Monster Cavalry) - Daedalons [DAEDA]
Younger Daedalons are often found some distance from The Loft, searching out new hunting grounds. Quick-witted but impulsive, they are a dangerous but disorganised foe to face in combat.
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182044233332225
 
Adult Daedalon (Monster Cavalry) - Daedalons [DAEDA]
Older Daedalons may not be wiser than their younger kin. These creatures are bestial, and not prone to reflection. But they are more cautious, venturing less far from The Loft and rarely committing themselves to needless battles.
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162065273744458
 
Mer-Friend (Elf Spears) - Demersae [MERFO]
Elves who accept the invitation of the Demersae often return changed - with blue tints to their skin, and a distant, detached demeanour; some say that they have left their souls under the waves. All, however, carry a blessing from their former hosts, and the very waters will sometimes rise to defend them if they are threatened.
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816151410611
 
Dragon Priest (Human Infantry) - Dragonkin [DRAGO]
Some human priests, called Dragon Priests, believe that dragons are divine, and the Dragonkin are their unknowing heralds, through whose behaviour the will of ancient dragons can be divined, and through whose mysteries the dragons themselves can be contacted. Some Dragon Priests seek to enlist in the service of various rulers and potentates, promising that their knowledge of the dragons can be used to aid armies in battle. Some call them heretics, some call them charlatans... but many generals will happily have a few accompanying an army, just in case they can make good on their claims.
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748322323
 
Communer (Elf Infantry) - Dyadans [DYADA]
The Dyadans say that they have no need to defend themselves. They simply respect nature, and nature will respect them in return. Often, their mages will go out to implore attackers to leave them alone, or else will commune with the spirits of the wilds to share their sorrows with the natural world.
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815111111
 
Eagle Hunter (Human Spears) - Eaglesbrood [EAGLE]
Few men or women are hardy enough to survive beneath the watchful gaze of the Giant Eagles. But these hunters have taught the great birds to fear them.
SpeedCarryXPAtkDefCavDefSwoDefBowDefSpr
74521527161417
 
Guard Wulpor (Monster Infantry) - Foshnu Ob Wulpor [WULPO]
When Wulpor become less suspicious of a settlement they will often wander in to town looking for scraps to eat, suspecting that they might be given food as easily as taking it. If the locals are willing to trust them, they can come to settle there, like huge, shaggy, two-legged guard dogs. But it would be a mistake to view these beasts as tame. More accurately, one should say that they have simply decided that it is easier to accept the food that they are given, than to eat those who would feed them... for now.
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8045265625962
 
Pack Male (Monster Infantry) - Foshnu Ob Wulpor [WULPO]
Most male Wulpor seem unable to speak, managing at most a few guttural grunts for key concepts (yes, no, kill, food, etc.). However, they are very good at killing. Running on four legs but often rearing up to fight on two, they can be ferocious adversaries.
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8045060575457
 
Lead Male (Monster Infantry) - Foshnu Ob Wulpor [WULPO]
The war-leaders of the Wulpor seem no brighter than their followers. They might bark, growl, or roar very basic orders but it is not eloquence that wins them their place; they are the biggest, fastest and nastiest of the Wulpor, at the front of every charge.
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9057067646164
 
Consort (Monster Infantry) - Foshnu Ob Wulpor [WULPO]
Female Wulpor a rarely seen in battle. Those that are seem to be from the personal pack of the Wulpor Great Leader, and they seem to be present as spectators, or to offer encouragement, or perhaps advice. They typically ignore the Pack Males, and spend their time among the Pack Leaders, where they sniff, growl and bark with a complexity and variety far beyond that used by the males.
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9032130272022
 
Peasant (Human Spears) - Fratri Hominis [BROTH]
The Fratri Hominis believe that all humans, by virtue of their racial superiority, should be able and willing to stand against any non-human foe. But race is rarely a substitute for training or decent equipment, as those peasants pressed into service often find to their cost.
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718141310411
 
Guardian of Humanity (Human Infantry) - Fratri Hominis [BROTH]
The infantry of the Fratri Hominis are drilled mercilessly in military tactics and in the brotherhood's racial ideology. They are committed to the cause, and capable in battle; well-trained and with excellent morale, they are famed for their coherent and calm defensive stands.
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61221431191318
 
Mercenary Archer (Human Ranged) - Fratri Hominis [BROTH]
The Fratri Hominis hire their archers as mere mercenaries, employing exclusively humans but not expecting them to believe in the brotherhood's racial dogmas. Detractors scoff that, hired purely on the basis of ability, these archers are among the brotherhood's most capable soldiers.
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72021614202322
 
Knight (Human Cavalry) - Fratri Hominis [BROTH]
The Purifiers and Priests of the Fratri Hominis insist that mere nobility and strength-at-arms are insufficient to qualify a person to become a Knight. The candidate must also demonstrate utter racial purity, and a sufficiently strong commitment to the principles of the cause. Unfortunately, this eliminates many capable candidates, and distracts from the military focus which usually makes human Knights so capable.
SpeedCarryXPAtkDefCavDefSwoDefBowDefSpr
1210045729291921
 
Giantkin (Monster Infantry) - Giantkind [GIANT]
One in ten Giants grow to only a fraction of their parents' size; also seemingly less intelligent than their kin, they are considered cursed degenerates, and are shunned by, and often cast out from their own communities. There is some evidence that this is the residual effect of a failed attempt, hundreds of years ago, to wipe out their entire race with a powerful magical attack. These Giantkin sometimes wander, hopeless and directionless, into the settlements of other races, where military commanders sometimes take them in. Even at a fraction of a giant's size, they are still as tall as two humans; and even though they seem disinclined to attack anyone, their ability to shrug off dozens of blows in battle makes them a fine addition to a defending army.
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518052876927022
 
Giant (Monster Infantry) - Giantkind [GIANT]
To attack a Giant requires either extreme bravery or utter stupidity. Many soldiers will flee before combat is joined, horses panic at the scale of the creatures, and a single giant is a match for several of even the stoutest soldiers who might stay to fight.
SpeedCarryXPAtkDefCavDefSwoDefBowDefSpr
1220016158190189167131
 
Chosen (Human Infantry) - Hashashin [HASHA]
The followers of Ten Kulch are rarely chosen by their god to fight in battle. He is a god of love and peace, they say, and would not want his children slain. So if he should decree that one of his beloved must fight and die for his cause, they see this exceptional decision as a great honour, and they will train and fight with utter devotion - albeit with poor equipment.
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84833928301129
 
Favoured Mercenary (Human Spears) - Hashashin [HASHA]
The followers of Ten Kulch say that they are peaceful people, who do not wish to raise an army to fight, for they seek only to spread the love of their god. Of course, they are happy to hire non-believers as mercenaries, and they explain to these swordsmen that they are highly-favoured by the god to have been allowed to fight and die in his service. They also make it clear to such hirelings that to desert or fight poorly for the god who has so favoured them would be a blasphemous insult to Ten Kulch - and so punishable by execution.
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61221430161416
 
Servant Archer (Human Ranged) - Hashashin [HASHA]
Recruitment is as follows: a family is told that their daughter will soon come to feel the love of the wondrous god, Ten Kulch; the family knows that if the Hashishin want the girl, she soon will choose to join them, and so the family instead sends one of their sons to Kajadum. Word later comes that the girl's destiny does not lie with Believers of Ten Kulch. It is a good deal. The son will become a skivvy or a guard, and may return after a decade. A girl would never have returned.
SpeedCarryXPAtkDefCavDefSwoDefBowDefSpr
92721613202221
 
Arrowspeaker (Elf Ranged) - Illians [ILLIA]
The Arrowspeakers are an ancient order of the Illians. Students of archery without compare, they are famed for remarkable feats of archery: legends say that they can hit the eye of a bird in flight, or shoot the clasp of a cloak without harming the wearer. In reality, they are often deployed in battle to aim for the commanders of the enemy forces. They are also committed to the Illians' doctrines of elven mastery, and have been known to rebel at orders to engage with other elves, and are loathe to take orders from non-elves.
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73243636483852
 
Tearfall Guard (Elf Spears) - Illians [ILLIA]
"Since the first divine Tear fell to birth the Elf race, until the last tear falls for the end of the world, we Elves shall defend all Life!" At least, they will defend all life that bows down to the Illians.
SpeedCarryXPAtkDefCavDefSwoDefBowDefSpr
72021126191522
 
Lord of Elgea (Elf Cavalry) - Illians [ILLIA]
The Illians believe that Elf nobles - and in particular, their Elf nobles - should be the rulers of all Elgea. Their noble Order, the Lords of Elgea, see themselves as Dukes and Barons in waiting. Other races just see them as highly-skilled and exceptionally arrogant cavalry.
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168846228241818
 



Posted By: GM Stormcrow
Date Posted: 25 Feb 2015 at 01:40


Jannu Horse Archer (Human Ranged) - Jannu [JANNU]
There are no more effective mounted archers in Illyriad than the Jannu. They employ a combination of mobility and missile use in optimal fashion, sinuously moving in and out of range of the enemy in order to kill them with their compound bows, but never being actually engaged themselves
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183532828373035
 
Jannu Nomad (Human Cavalry) - Jannu [JANNU]
All Jannu are taught how to fight; if the tribe is threatened, these nomads can be mustered.
SpeedCarryXPAtkDefCavDefSwoDefBowDefSpr
191002212522915
 
Jannu Tribeguard (Human Cavalry) - Jannu [JANNU]
The Tribeguard are the personal retainers of the patriarchs who guide Jannu society. Chosen from the finest warriors, they are charged by their patron to defend the three things that he most values - his horses, his family and his life, in that order.
SpeedCarryXPAtkDefCavDefSwoDefBowDefSpr
176445657311728
 
Mourning Pikeman (Human Spears) - Kingdom of Larn [LARN]
The royal guard of the Kingdom of Larn are expected mourn, daily, that their lives require them to study military crafts. Technically not soldiers, but Attendants Upon the Throne, they take their mourning very seriously... for about half an hour a day, before breakfast. After that, their day is spent in rigorous training, and these pikemen are among the most thoroughly-drilled troops in Illyria.
SpeedCarryXPAtkDefCavDefSwoDefBowDefSpr
61532233201720
 
Farscout (Human Cavalry) - Kingdom of Larn [LARN]
The Kings of Larn have never created a cavalry regiment for their armies. But over time, their scouts have become increasingly heavily-armed. Their commanders argue that they must operate far from the safe lands of Larn, and so require protection. Those skewered on the ends of their lances might doubt that these weapons are purely defensive.
SpeedCarryXPAtkDefCavDefSwoDefBowDefSpr
1510033924241718
 
Outcast Swordsman (Human Infantry) - Kingdom of Larn [LARN]
When the kingdom was first founded it was decreed that no freeman of Larn should seek a soldier's career, and so foreign mercenaries, slaves, and criminals were recruited. It became apparent that locals were more loyal, however, and now most of the swordsmen are natives of Larn who have been formally cast out of society. As they can be cast out for a crime such as theft, the Kingdom's military commanders have created a ceremony by which a recruit can ritually steal an item from the barracks, and so be legally exiled as a criminal at the same ceremony in which he is inducted into the army.
SpeedCarryXPAtkDefCavDefSwoDefBowDefSpr
74522115161314
 
Wanderer (Human Infantry) - Kingdom of Tal [TAL]
The people of Tal have a notorious wanderlust. Many become sailors, others merchants. But a few choose a more dangerous life, as mercenaries and adventurers. Accustomed to wandering far and looking out for their own best interests, they are more comfortable in small units, and have a talent for self-preservation.
SpeedCarryXPAtkDefCavDefSwoDefBowDefSpr
74422014141013
 
Tal Warrior (Human Infantry) - Kingdom of Tal [TAL]
In battle, the Kingdom of Tal favours swordsmen - expert at fighting through the uneven jungle terrain. In open ground, they draw into tight formations but they prefer to fight in looser lines under the jungle canopy.
SpeedCarryXPAtkDefCavDefSwoDefBowDefSpr
73222012131112
 
Tal Skirmisher (Human Ranged) - Kingdom of Tal [TAL]
The ranged units of Tal are armed with javelins and short swords, rather than bows. Jungle conditions rarely give long, uninterrupted lines of sight, and bows require careful maintenance, often in dry conditions. These troops prefer weapons which need minimal maintenance.
SpeedCarryXPAtkDefCavDefSwoDefBowDefSpr
81521216191819
 
Duellist (Human Infantry) - Lannigolds [LANNI]
Lannigold noblemen who are challenged to a duel may elect to hire a professional Duellist to fight in their place. This allows honour to be satisfied without imperiling valuable noble blood. Some Duellists, however, would rather take their skills elsewhere.
SpeedCarryXPAtkDefCavDefSwoDefBowDefSpr
63033227371220
 
Lannigold Levy (Human Spears) - Lannigolds [LANNI]
All adult males in Lannigold domains are expected to take their turn in the kingdom's armies. Whatever their race, whatever their trade, their military service is a form of taxation, and these semi-professional soldiers form the bulk of the Lannigold battle-lines.
SpeedCarryXPAtkDefCavDefSwoDefBowDefSpr
720171311611
 
Lannigold Longbowman (Human Ranged) - Lannigolds [LANNI]
These longbowmen are among the finest in Illyria, and much neglected by the Lannigolds. While the Lannigold nobility have a romantic love of close-quarter heroics and skill, they see their archers as being more like craftsmen than heroic soldiers.
SpeedCarryXPAtkDefCavDefSwoDefBowDefSpr
92732422323333
 
Lannigold Infantryman (Human Infantry) - Lannigolds [LANNI]
The sword is seen as the weapon of the professional soldier by the Lannigolds, and their small infantry companies are well-equipped. Each lord maintains his own small troop, who live and train together, and typically follow their lord into battle.
SpeedCarryXPAtkDefCavDefSwoDefBowDefSpr
53433419221923
 
Lannigold Knight (Human Cavalry) - Lannigolds [LANNI]
The Lannigold nobles have made cavalry combat into an art-form, and excel in single combat. However, they prefer to march to war with their infantry retainers but since there are too few of them to fight in massed ranks, they rarely form into such.
SpeedCarryXPAtkDefCavDefSwoDefBowDefSpr
125045135261920
 
Lannigold Cavalry (Human Cavalry) - Lannigolds [LANNI]
The subjects of the Lannigold associate horsemanship with nobility, and so their cavalry regiments draw in those with aspirations of grandeur, mixing the younger sons of impoverished nobles with the upwardly mobile offspring of merchants and tradesmen.
SpeedCarryXPAtkDefCavDefSwoDefBowDefSpr
1510034027221920
 
Western Rider (Human Cavalry) - Lords Of The West [LORWE]
The Lords of the West fight most of their battles on horseback. Their troops lack the quality of equipment that most Knights would carry into battle but they remain daunting foes, heavily armed and highly-skilled.
SpeedCarryXPAtkDefCavDefSwoDefBowDefSpr
1410034826201214
 
Household Archer (Human Ranged) - Lords Of The West [LORWE]
The Lords of the West maintain strong retinues of professional archers. These troops form the backbone of the Lords' defensive garrisons.
SpeedCarryXPAtkDefCavDefSwoDefBowDefSpr
72021515202220
 
Western Mercenary (Human Infantry) - Lords Of The West [LORWE]
Lords of the West frequently recruit mercenary forces when they need to bring in more troops, keeping them on only for short contracts. Many of these turn to banditry between periods of employment.
SpeedCarryXPAtkDefCavDefSwoDefBowDefSpr
74922115161114
 
Greenbow (Elf Ranged) - Lyrians [LYRIA]
The Greenbows form the bulk of the Lyrian army. Although accomplished archers in their own right, many of them strive to be promoted to the elite Whitebows.
SpeedCarryXPAtkDefCavDefSwoDefBowDefSpr
72832319252326
 
Oak Soldier (Elf Spears) - Lyrians [LYRIA]
This elven regiment (whose name literally but inadequately translates from the Elven as Oaks Stand In The Last Light On A Spring Morning As A Child Cries After Bereavement) provide the city guard of the Lyrians.
SpeedCarryXPAtkDefCavDefSwoDefBowDefSpr
63221437171417
 
Leaf Cavalryman (Elf Cavalry) - Lyrians [LYRIA]
The lightly-armed Lyrian cavalry (whose name is usually, but inadequately, translated as A Dance Of Sharp Leaves That Fall From An Autumn Oak Which Cut Like The Last Winter Wind) are among the swiftest horsemen in Elgea.
SpeedCarryXPAtkDefCavDefSwoDefBowDefSpr
219033527211414
 
Ravager (Orc Cavalry) - Marauding Skullsplitters [MARAU]
The Ravagers of the Marauding Skullsplitters are expected to operate far from home, bringing blood and terror to poorly-defended settlements. They are fast and fierce but not equipped for heavy fighting.
SpeedCarryXPAtkDefCavDefSwoDefBowDefSpr
187533225201515
 
Orcwall (Orc Spears) - Marauding Skullsplitters [MARAU]
The heavily-armed defenders of Skullsplitter settlements are expected to stand like a wall against the tides of enemies they hope will dare to attack them. Many Orcwall spearmen are experienced warriors already, many having chosen this less mobile branch of the Skullsplitters' military due to previous injuries. Many are partially lame, or are missing an eye. All are burdened with very heavy armour.
SpeedCarryXPAtkDefCavDefSwoDefBowDefSpr
51521836202020
 
Unproven Recruit (Orc Infantry) - Marauding Skullsplitters [MARAU]
Only the fiercest, toughest, bravest, strongest, nastiest Orc becomes a fully-fledged Skullsplitter. How does a recruit prove that he or she has what it takes? In battle, of course! Un-armoured... and with just a single sword. Through their first battle, the strongest will loot further weapons, grab armour, and become caked in the blood of their foes... however, most will not survive.
SpeedCarryXPAtkDefCavDefSwoDefBowDefSpr
82022413141113
 
Fyrdman (Human Spears) - Nordlanders [NORLA]
The Fyrd are the common soldiery of the Northmen - free householders and their sons, who fight as volunteers for their lords. As well as a spear, each carries a large round shield, which they hold before them in combat so that the shields overlap, forming a continuous barrier along the front of their battle-line.
SpeedCarryXPAtkDefCavDefSwoDefBowDefSpr
720171312710
 
Gestir (Human Spears) - Northmen [NORTH]
These common Northmen recruits are normally equipped with shields, leather armour, spears and helmets. Their ferocity in battle is due to their urgent desire to prove themselves in the eyes of their Lords and gain the status of Hiromenn.
SpeedCarryXPAtkDefCavDefSwoDefBowDefSpr
820113101049
 
Hiromenn (Human Infantry) - Northmen [NORTH]
A warrior who has proven himself in the north is elevated to the rank of Hirromen. This earns a permanent position in the lord's household, and a place in main body of troops for any battle... both of which are a source of great honour.
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74222115151415
 
Skutilsveinr (Human Infantry) - Northmen [NORTH]
The Skutilsveinr are the most honoured on Northmen warriors. They do not simply live in their lord's household, they also dine at his table, living at the heart of the court, and taking the most prestigious positions in battle-lines.
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64633227292628
 
Lay-Brother (Human Infantry) - Order of Allembine [SEEKE]
The Order of Allembine cannot support itself entirely through scholarship. Somebody has to do the cooking and cleaning. And there are times when the sword is mightier than the pen. For practical tasks, Lay-Brothers are inducted into the Order, and the beefiest of these are often used to protect camps, or even to act as bodyguards to senior Brothers.
SpeedCarryXPAtkDefCavDefSwoDefBowDefSpr
7261714151013
 
Mercenary Pikeman (Human Spears) - Order of Allembine [SEEKE]
Illyria is a dangerous place, and there are times when the scholarly Brothers need people to defend them. At this point they turn to friends, allies or, if needs be, mercenaries. These mercenary troops are intended for purely defensive roles, and the Order, full of compassion, invests heavily in both their armour and their medical treatment.
SpeedCarryXPAtkDefCavDefSwoDefBowDefSpr
51221529171617
 



Posted By: GM Stormcrow
Date Posted: 25 Feb 2015 at 01:41


Constable (Human Spears) - Parlan [PARLA]
Parlanese Constables are committed to keeping the peace, to defending their homelands and those of their allies. Constables sent out to be stationed in friendly villages are a fine addition to any defensive garrison, but they will refuse to engage in any hostile acts: they are there to defend, not to wage war.
SpeedCarryXPAtkDefCavDefSwoDefBowDefSpr
61221227251125
 
Shortbowman (Human Ranged) - Parlan [PARLA]
All adult males in Parlan are expected to take their turn in the kingdom's armies. Whatever their race, whatever their trade, their military service is a form of taxation, and these semi-professional soldiers form the bulk of the Parlanese battle-lines.
SpeedCarryXPAtkDefCavDefSwoDefBowDefSpr
72021616202121
 
Parlantis Guard (Human Spears) - Parlan [PARLA]
The Parlanese shortbow is easy to learn, and accurate over short distances, allowing archers to develop a high rate of fire. However, the weapon lacks range.
SpeedCarryXPAtkDefCavDefSwoDefBowDefSpr
51221529161416
 
Orc Volunteer (Orc Infantry) - Parlan [PARLA]
The sword is seen as the weapon of the professional soldier in Parlan, and the small infantry companies are well equipped. Each lord maintains his own small troop, who live and train together, and typically follow their lord into battle.
SpeedCarryXPAtkDefCavDefSwoDefBowDefSpr
73822114151114
 
Elf Volunteer (Elf Infantry) - Parlan [PARLA]
The nobles of Parlan have made an art of cavalry combat, and excel in single combat. However, they prefer to march to war with their infantry retainers but since there are too few of them to fight in massed ranks, they rarely form into such.
SpeedCarryXPAtkDefCavDefSwoDefBowDefSpr
62521915151316
 
Parlanese Cavalry (Human Cavalry) - Parlan [PARLA]
The Parlanese associate horsemanship with nobility, and so their cavalry regiments draw in those with aspirations of grandeur, mixing the younger sons of impoverished nobles with the upwardly mobile offspring of merchants and tradesmen.
SpeedCarryXPAtkDefCavDefSwoDefBowDefSpr
1510034027221920
 
Troublemaker (Orc Spears) - Parvacones [KOBOL]
Warriors who prove unsuited to the pack-mentality of the Parvacones' armies are often encouraged to head out in to the world, away from the main armies. Small Parvacones forces are often made up of these units, and the more ambitious may even strike out alone. In the Kobolds' language, Troublemaker, Adventurer, and Outcast are the same word.
SpeedCarryXPAtkDefCavDefSwoDefBowDefSpr
920191311610
 
Rabble (Orc Spears) - Parvacones [KOBOL]
The Parvacone Rabble are warriors who have grasped the mob-mentality on which their armies operate but are not yet fully in tune with their comrades.
SpeedCarryXPAtkDefCavDefSwoDefBowDefSpr
92019121069
 
Brother (Orc Spears) - Parvacones [KOBOL]
Full warriors of the Parvacones are described as Brothers. The meaning seems to be that they share the same blood, almost the same souls. They have perfected the Kobold style of fighting as a fast-moving pack which thinks as one, and, although individually weak, in large numbers they can be overwhelming.
SpeedCarryXPAtkDefCavDefSwoDefBowDefSpr
920291311610
 
Knight of the Orcana (Orc Cavalry) - Pax Orcana [PAXOR]
The Pax Orcana, in their quest to adopt the habits of civilisation, have elevated many of their fiercest fighters to the rank of Orc, and decked them in the trappings of human noble cavalry. But these knights are anything but noble; under their fine armour, they remain the same bloodthirsty Orc warriors. From a distance, other races find it easy to sneer. But close up, these would-be Knights are terrifying foes.
SpeedCarryXPAtkDefCavDefSwoDefBowDefSpr
1110046027281820
 
Orc Legionary (Orc Spears) - Pax Orcana [PAXOR]
The Pax Orcana have attempted to craft the traditional mass of Orc warriors into a disciplined Legion. Their formations drill and manoeuvre well enough, but as soon as battle is joined and they scent blood, discipline evaporates and the warriors revert to a typically bestial Orc fighting style.
SpeedCarryXPAtkDefCavDefSwoDefBowDefSpr
84021435181218
 
Banner Guard (Orc Infantry) - Pax Orcana [PAXOR]
The Banner Guard form the royal bodyguard, defend an army's standard in battle, and are sent to quell recalcitrant Orc subjects when the highest quality brutality is called for. Their armour may be polished and their uniforms neatly matched, but under that they are still ferocious, muscular Orc brutes.
SpeedCarryXPAtkDefCavDefSwoDefBowDefSpr
63833719181819
 
Orcana Levy (Orc Ranged) - Pax Orcana [PAXOR]
Lesser chiefs who had been beaten into joining the Pax Orcana are called on to provide levies for the armies of the Orcana. Preferring to keep their burliest warriors at home for their own purpose, they typically send scrawny javelin troops instead.
SpeedCarryXPAtkDefCavDefSwoDefBowDefSpr
93221612202119
 
Desert Ratha (Human Cavalry) - Raja Metu [RAJA ]
These Chariot troops consider themselves the masters of desert warfare, and with scythes on their wheels and golden banners streaming out behind them, each chariot certainly looks the part. But as the holdings of the Raja have spread west, away from the deserts to the east of Zanpur, these once highly-regarded troops have found themselves increasingly irrelevant for a kingdom more likely to fight in jungles or on dusty plains than in the desert sands. And so it is no surprise that many leave their comrades behind, to find employment with other lords, who might have more respect for their abilities.
SpeedCarryXPAtkDefCavDefSwoDefBowDefSpr
1612033029411436
 
Ahadi (Human Cavalry) - Raja Metu [RAJA ]
Those of high birth and favour who wish to serve Raja Metu, but who lack funds to raise their own soldiers, may ask to be inducted into the household cavalry troops. The status of the Raja's army is based on the number and splendour of his horsemen, so the Raja seeks to maintain as many of these splendid horsemen as possible.
SpeedCarryXPAtkDefCavDefSwoDefBowDefSpr
158044532262021
 
Mercenary Archer (Human Ranged) - Raja Metu [RAJA ]
These archers scoff that the glory of the Raja's army is in his cavalry because it is they who earn his victories. They argue that a cavalry charge may be splendid but successful campaigns require more flexible troops. The Raja's court, however, views these low-born troops as little more than servants.
SpeedCarryXPAtkDefCavDefSwoDefBowDefSpr
61821616202221
 
Cavalry Bagir (Human Cavalry) - Raja Metu [RAJA ]
Those who wish to attain high military rank under Raja Metu must provide their own troops - recruiting, equipping and training them for the Raja's service. As cavalry are traditionally the most respected soldiers in these armies, most established nobles secure advancement by providing such prestigious troops for the Raja's use.
SpeedCarryXPAtkDefCavDefSwoDefBowDefSpr
1710033727231516
 
Western Bagir (Human Spears) - Raja Metu [RAJA ]
As the Raja's antecedents have spread their empire from the desert fastness down into the jungles, their traditional troops (cavalry, chariots, archers) have struggled with the terrain. The Raja therefore grants rights and privileges in his western domains to those who provide his armies with soldiers well-suited to these western terrains.
SpeedCarryXPAtkDefCavDefSwoDefBowDefSpr
61521528161116
 
Silent Hunter (Monster Spears) - Sillar [SERPE]
These warriors are said to have taken a vow of silence: each now speaks, in their rasping serpentine tongue, only to toast a kill in battle or on the hunt. Their tactics are to move fast, remain hidden, and strike in small bands.
SpeedCarryXPAtkDefCavDefSwoDefBowDefSpr
102018101148
 
Heart-Eater (Monster Spears) - Sillar [SERPE]
After any major battle, the enemy dead are eaten by the Sillar warriors. Those who form their battle-armies are therefore known by the portion of the flesh which they ritually consume.
SpeedCarryXPAtkDefCavDefSwoDefBowDefSpr
926181411510
 
Flesh-Eater (Monster Infantry) - Sillar [SERPE]
After any major battle, the enemy dead are eaten by the Sillar warriors. Those who form their battle-armies are therefore known by the portion of the flesh which they ritually consume.
SpeedCarryXPAtkDefCavDefSwoDefBowDefSpr
92822115141116
 
Skin-Wearer (Monster Infantry) - Sillar [SERPE]
The elite of the Sillar, these warriors wear armour lined with the skins of their most revered foes. They are deployed at the heart of any major battle, but also lead raiding parties and excel in small-scale engagements.
SpeedCarryXPAtkDefCavDefSwoDefBowDefSpr
82233224221822
 
Hollow Man (Undead Spears) - Sirens [SIREN]
Sailors who have long since vanished, often believed drowned many years since, can be encountered fighting on behalf of the Sirens. With seaweed in their hair, blank black eyes and the scent of sea-salt heavy about them, they move slowly, deliberately, never speaking. Fearful locals say that the Sirens have devoured their souls.
SpeedCarryXPAtkDefCavDefSwoDefBowDefSpr
622161210810
 
Siren (Monster Infantry) - Sirens [SIREN]
Gently spoken, softly smiling, Sirens have smooth skin, flowing hair and very sharp teeth. Their songs are captivatingly beautiful but their favoured food is said to be the raw flesh of innocent men.
SpeedCarryXPAtkDefCavDefSwoDefBowDefSpr
80522222
 
Sea-Fury (Monster Infantry) - Sirens [SIREN]
While the Sirens appear gentle and beautiful, there is no such pretence in the Sea-Furies. With dishevelled hair, talons for fingers, twisted faces and huge teeth, they are savagely aggressive. Some say that these are old Sirens, that they are what the young creatures grow to become. Some say that they are simply the same Sirens, but in a different mood... that the creatures themselves are changeable as the sea - sometimes soft, sometimes furious... but always cruel.
SpeedCarryXPAtkDefCavDefSwoDefBowDefSpr
10034615201414
 
Gnoll Outcast (Monster Spears) - Skarakar [GNOLL]
Gnolls are hairy, vicious humanoids with relatively low intelligence and a reputation for acts of unspeakable barbarism. They come in a variety of colours, ranging from black to grey, to all shades of brown and tan, and are slightly larger (but with significantly greater muscle mass) than a human. It is unclear why one might be cast out from his or her tribe, and seek refuge with an alien race, but as Gnolls are barely able to speak, and the Outcasts are ill-tempered when questioned on the subject, it is unlikely that anyone will ever learn.
SpeedCarryXPAtkDefCavDefSwoDefBowDefSpr
9282281311611
 
Gnoll Shaman (Monster Spears) - Skarakar [GNOLL]
Gnoll Shamen are most often encountered leading groups of warriors, whose rampages have given them a reputation for viciousness and barbarity. While the Warriors are often wild eyed and seemingly rabid however, the Shaman leading them is always broodingly calm. The Shaman's magics are said to fortify his troops, demoralise his foes, ward off arrows, and terrifyingly attack horses.
SpeedCarryXPAtkDefCavDefSwoDefBowDefSpr
9275161510209
 
Gnoll Warrior (Monster Spears) - Skarakar [GNOLL]
Gnolls are hairy, vicious humanoids with relatively low intelligence, and a reputation for acts of unspeakable barbarism. They come in a variety of colours ranging from black to grey to all shades of brown and tan and are slightly larger (but with significantly greater muscle mass) than a human. They are most often encountered in small war-bands, with a number of these warriors following a single Shaman.
SpeedCarryXPAtkDefCavDefSwoDefBowDefSpr
93234416141212
 
Sslipentin Gatherer (Monster Spears) - Sslipentin [LIZAR]
The Sslipentin name for its adults can be translated as Killer, Gatherer, Fighter, or Food-Winner (although literally, this name translate as 'One Who Takes Things'); they amount to much the same thing. All strong adults in Sslipentin tribes are expected to gather food... by any means necessary. The Sslipentin are not cruel but they have no concept of compassion or empathy. What they want, they take from the world around them.
SpeedCarryXPAtkDefCavDefSwoDefBowDefSpr
71816147412
 
Sslipentin Speaker (Monster Infantry) - Sslipentin [LIZAR]
Those with the authority to speak at Sslepentin Councils are, simply enough, called Speakers. Their status derives from their ability to gain and distribute supplies of food, which is generally dependant upon their ability to lead and to fight.
SpeedCarryXPAtkDefCavDefSwoDefBowDefSpr
72122115151014
 
Sslipentin Rider (Monster Cavalry) - Sslipentin [LIZAR]
A few Sslipentin dedicate themselves to gathering food by force, rather than hunting. Mounted on great toad-like amphibians, they are professional soldiers and bandits. Their beasts are slow, but are prone to savagely attacking the enemy's mounts in battle, and have thick hide and layers of blubber which makes them near-impervious to arrows. The riders, meanwhile, have taken to wearing heavy armour, an idea alien to their hunter-fighter kin.
SpeedCarryXPAtkDefCavDefSwoDefBowDefSpr
118044449336027
 
Sslipentin Follower (Monster Ranged) - Sslipentin [LIZAR]
The Sslipentin use the same word for their young, the old and infirm, and the weak. The term means at once, Followers, Nobodies, and Eaters - that is, those who tag on behind those who really matter, eating food rather than obtaining it. If forced to fight, these weaker Sslipentin will usually cast javelins and stones, avoiding hand-to-hand combat.
SpeedCarryXPAtkDefCavDefSwoDefBowDefSpr
716151220519
 



Posted By: GM Stormcrow
Date Posted: 25 Feb 2015 at 01:41


Mamluke Swordsman (Human Infantry) - Sultanate of Kazim [SULTA]
Mamlukes are honoured slaves. They may have been children seized during warfare, orphans, or those sold to the Sultan to cover their parents' debts; however, by adulthood they are thoroughly trained and well-equipped warriors, with no loyalty to any but the Sultan. Well-disciplined and raised to be both loyal and pious, they are especially at home in desert terrain, and can be formidable adversaries. But as honoured and trusted servants of the Sultan, they can also be sent out as warrior-ambassadors to assist (and perhaps to spy on) other rulers.
SpeedCarryXPAtkDefCavDefSwoDefBowDefSpr
64833419211720
 
Mamluke Horseman (Human Cavalry) - Sultanate of Kazim [SULTA]
Mamlukes are the honoured slaves who form the backbone of the Sultan's army, and their cavalry is their elite arm. They have the finest weapons and horses available, fine living conditions, and the respect of the Sultanate's citizens. They have everything except their freedom.
SpeedCarryXPAtkDefCavDefSwoDefBowDefSpr
168045237372529
 
Nomad Cavalry (Human Cavalry) - Sultanate of Kazim [SULTA]
The desert tribes who have bowed to the Sultan's tyranny are obliged to provide troops to serve his armies. These soldiers are fine desert fighters, quick-witted and with swift steeds
SpeedCarryXPAtkDefCavDefSwoDefBowDefSpr
187533028301820
 
Peasant Spearman (Human Spears) - Sultanate of Kazim [SULTA]
When the Sultan's army of honoured slaves needs extra muscle, they will press into service burly locals who might wield a spear in battle. The conscripts are little interested in glory, and are usually just hoping to survive their enforced service so that they can go home to continue their peaceful lives.
SpeedCarryXPAtkDefCavDefSwoDefBowDefSpr
820161311410
 
Mercenary Archer (Human Ranged) - Sultanate of Kazim [SULTA]
Unlike the Mamlukes - the Sultan's shock troops, whose life is dedicated in bound service - the Sultanate's archers are considered mercenaries. Some are enlisted for short periods of time, for a single campaign. But many come to serve for months or years, becoming as well-established in their armies as any regular soldier. Still, they will never gain the respect given to the Mamlukes.
SpeedCarryXPAtkDefCavDefSwoDefBowDefSpr
72021513212221
 
Goblin (Monster Infantry) - Sundog Gith [GOBLI]
The goblins know they aren't the toughest race in Illyria. Their best options are to stage ambushes and avoid would-be attackers, and their tactics reflect this.
SpeedCarryXPAtkDefCavDefSwoDefBowDefSpr
9282181314815
 
Wretched Goblin (Monster Spears) - Sundog Gith [GOBLI]
Most goblins aren't fighting for glory and honour and wealth. They are fighting for survival, driven by desperation.
SpeedCarryXPAtkDefCavDefSwoDefBowDefSpr
9181713969
 
Goblin Ambusher (Monster Infantry) - Sundog Gith [GOBLI]
The most effective troops in a goblin army are rarely those who are fiercest. Weaker than most of the races whom they might fight, ferocity and survival rarely go together. Those who live longest, and win most renown, are the most duplicitous, sneaky, and often cowardly.
SpeedCarryXPAtkDefCavDefSwoDefBowDefSpr
92032820191417
 
Goblin Spear-Thrower (Monster Ranged) - Sundog Gith [GOBLI]
Modelling themselves on Orc javelin-troops, the spear-throwers of the Sundog Gith combine sharp-eyed accuracy in hurling their spears, with well-practised cowardice in promptly fleeing the battle.
SpeedCarryXPAtkDefCavDefSwoDefBowDefSpr
9201879109
 
Pixie (Natural Beast Ranged) - Sylvans [SYLVA]
Pixies are curious and mischievous creatures - swift and clever, but very frail.
SpeedCarryXPAtkDefCavDefSwoDefBowDefSpr
81111111
 
Boggletot (Monster Infantry) - Sylvans [SYLVA]
The Sylvans never want to fight. They would much rather use trickery, deception, rhetoric, bribes or just piteous pleading to deflect aggression. But if they must fight, then the Boggletots are usually volunteered for the duty. Small, hairy and very grumpy, Boggletots are usually the same colour as the rocks that they live beneath.
SpeedCarryXPAtkDefCavDefSwoDefBowDefSpr
71021622192020
 
Lost Boy (Human Infantry) - Sylvans [SYLVA]
IIt is said that the Fey sometimes kidnap human children. It is not clear what happens to all of them but some at least, are presented as babes to the Sylvans. With two attributes which the Sylvans lack - physical strength and courage - they are often brought up by the Sylvans to become champions and defenders of the Sylvan folk.... in a similar manner to humans keeping guard dogs... as beasts of another species, reared to fight to defend their masters.
SpeedCarryXPAtkDefCavDefSwoDefBowDefSpr
73222114151013
 
Snufflumpster (Monster Ranged) - Sylvans [SYLVA]
Snufflumpsters are thought to be Sylvan pets, kept in the same way that some people keep dogs or cats. They are about the size of a house cat but very fluffy, with big dark eyes, and a liking for chewy acorns and badly-rhymed poetry. 

Their role in combat derives from their defensive response: if threatened they appear to grow as large as a tree, their eyes turn red and they roar like a hundred lions. However, this transformation is purely illusion - albeit one which can scare off less stout-hearted foes - and the Snufflumpsters remain utterly harmless.
SpeedCarryXPAtkDefCavDefSwoDefBowDefSpr
80111111
 
Tree-Sprite (Natural Beast Ranged) - Sylvans [SYLVA]
If their glades are threatened, Sylvan Tree-Sprites have been known to rain slender thorn-tipped javelins on their foes, while remaining safe amidst the branches of their trees.
SpeedCarryXPAtkDefCavDefSwoDefBowDefSpr
602823232321
 
Centaur Archer (Monster Ranged) - Tantarkim [CENTA]
Archers make up the vast majority of any Centaur army. They are extremely mobile and deadly, being well-versed in tactics which enable them to slaughter enemies from a distance while avoiding casualties themselves.
SpeedCarryXPAtkDefCavDefSwoDefBowDefSpr
1510033423343532
 
Centaur Skirmisher (Monster Cavalry) - Tantarkim [CENTA]
Centaur warriors who are not gifted at archery are often used for raids, or to skirmish with enemy forces in advance of a battle. Swift and clever, they can use their long spears to devastating effect, but they are lightly-armoured and vulnerable to archers.
SpeedCarryXPAtkDefCavDefSwoDefBowDefSpr
1610033630281823
 
Centaur Champion (Monster Cavalry) - Tantarkim [CENTA]
The few Centaurs who dedicate themselves to the military arts are fearsome opponents on the battlefield. Heavily-armoured and fast-moving, they are skilled with both sword and lance.
SpeedCarryXPAtkDefCavDefSwoDefBowDefSpr
146056438443536
 
Tewhirrus Raider (Human Cavalry) - Tewhirrus [TEWHI]
Very fast but barely armed at all, the Tewhirrus raiders are used to probe enemy defences but are not expected to stand and fight.
SpeedCarryXPAtkDefCavDefSwoDefBowDefSpr
1875220141077
 
Tewhirrus Archer (Human Ranged) - Tewhirrus [TEWHI]
The mounted archers of the Tewhirrus are expected to guard the herds of horses which their people revere. It is a sacred duty as much as a military profession.
SpeedCarryXPAtkDefCavDefSwoDefBowDefSpr
1710033021242328
 
Tewhirrus Warrior (Human Cavalry) - Tewhirrus [TEWHI]
Pursuing honour-feuds and leading the defence of the Tewhirrus settlements and livestock, these mounted warriors are masters of mobile warfare. They are especially dangerous in small scale combat, where battles can be fast and fluid.
SpeedCarryXPAtkDefCavDefSwoDefBowDefSpr
168633527221516
 
Swordmaster (Human Infantry) - Tien Zao [TIEN ]
No other unit can hope to compare with the Swordmasters of Tien Zao, whose skill with a blade is without equal. Many begin to study, with utter devotion, almost as soon as they can walk, evolving combat into an art, and writing treaties on swordsmanship which read like fine poetry. To watch them fight is inspiring. Unfortunately, their utter dedication - to the point that they refuse to wear armour, as it slows their graceful movements - leaves them extremely vulnerable to foes who do not adhere to their code of close-quarter combat, and especially to those dishonourable enough to shoot them full of arrows.
SpeedCarryXPAtkDefCavDefSwoDefBowDefSpr
6283492848614
 
Warrior Monk (Human Infantry) - Tien Zao [TIEN ]
These monks claim that their first monastery was founded by a god, and they claim that they are not subject to the authority of any mortal monarch.
SpeedCarryXPAtkDefCavDefSwoDefBowDefSpr
82032431362839
 
Swordsman (Human Infantry) - Tien Zao [TIEN ]
Recruits who lack the discipline to thrive in the Tien Zao legions are trained, instead, with the sword. The weapon is locally considered the weapon of heroes, and these youths are proud to be asked to wield it, often fighting with a great deal of individual flamboyance but little cohesion as a unit.
SpeedCarryXPAtkDefCavDefSwoDefBowDefSpr
72022014161013
 
Wall Guard (Human Ranged) - Tien Zao [TIEN ]
Archers are expected by the Tien Zao to man city walls and fortifications, and so they are not well-drilled for battle. This can count against them when they are deployed in the field to support the legions.
SpeedCarryXPAtkDefCavDefSwoDefBowDefSpr
62821413212322
 
Shining Legionary (Human Spears) - Tien Zao [TIEN ]
Tien's Zao's Shining Legions are the pride of their armies. Clad in ornate and highly-polished armour, these well-drilled spearmen draw up in tight ranks, their long spears bristling before them. They boast that arrows cannot pierce their gleaming armour, and that no horse could plough through the bristling spines of their formations... all exaggerations... but understandable. They expect to draw up in combat against other spear formations but are often surprised when nimble swordsmen dodge and hack past their spear-points to hack at their ranks.
SpeedCarryXPAtkDefCavDefSwoDefBowDefSpr
53432250163330
 
Raider (Human Cavalry) - Tipu Khan [TIPU ]
The light cavalry in the service of Tipu Khan are often exercised in raids against those who do not respect the divinely-ordained overlordship of the great Khan. Their role is to punish those who would defy the Khan, showing his power... and incidentally grabbing a load of loot. However, they are not accustomed to anyone daring to retaliate, and are not prepared to have to fight defensively.
SpeedCarryXPAtkDefCavDefSwoDefBowDefSpr
18100231101168
 
Horse Archer (Human Ranged) - Tipu Khan [TIPU ]
The bulk of the hordes in the service of the great Khan are mounted archers. With a short bow in hand and a curved sword at their side, they can harry enemies from a distance before closing in for the kill. The ability to effectively wield a bow from horseback is rare in Elgea, however, the Horse Archers train intensively from childhood to perfect their skills.
SpeedCarryXPAtkDefCavDefSwoDefBowDefSpr
174032928373034
 
Keshig (Human Cavalry) - Tipu Khan [TIPU ]
The elite troops of Tipu Khan, these soldiers add the heavy armour of a knight to the cavalry traditions of the eastern horse tribes. This synthesis gives the great Khan a body of well-armoured but very versatile fighters to act as shock-troops in battle.
SpeedCarryXPAtkDefCavDefSwoDefBowDefSpr
127544851322930
 
Camp Guard (Human Spears) - Tipu Khan [TIPU ]
The troops of the great Khan have little interest in static fortifications or great cities. But sometimes it is necessary to defend a position, even if it's only a supply camp. In such cases, these low-status soldiers, usually recruits who simply were not considered sufficiently skilled in the saddle in order to ride with their mounted hordes.
SpeedCarryXPAtkDefCavDefSwoDefBowDefSpr
820171311411
 
Trapper Warrior (Human Spears) - Trappers [TRAPP]
The frozen wastes of the far north offer the Trappers few opportunities to make fine martial equipment. Simple spears and bone-tipped harpoons are their weapons of choice - simply heavier versions of the tools with which their hunting brethren hunt fish and animals. But they know their icy homelands well, and can use the terrain to their advantage. And they know to be cautious when facing better-armed foes.
SpeedCarryXPAtkDefCavDefSwoDefBowDefSpr
72016139511
 



Posted By: GM Stormcrow
Date Posted: 25 Feb 2015 at 01:42


Treggar's Claw (Dwarf Infantry) - Treggar's Crows [TREGG]
The Claws are the mainstay of Treggar's mercenary force. In order to move faster, they have discarded some of the bulkier armour favoured by Dwarf Stalwarts but have also perfected many Dwarven defensive tactics.
SpeedCarryXPAtkDefCavDefSwoDefBowDefSpr
84534017211920
 
Treggar's Beak (Dwarf Ranged) - Treggar's Crows [TREGG]
The Beaks are Treggar's preferred troops for defence. Equipped with heavy armour and crossbows, they are not expected to move swiftly but are highly effective in static defences.
SpeedCarryXPAtkDefCavDefSwoDefBowDefSpr
84532328333135
 
Treggar's Wing (Dwarf Cavalry) - Treggar's Crows [TREGG]
Treggar's preferred tactics are unashamedly Dwarven: well equipped, heavily armed Dwarves, fighting with skill in well-disciplined ranks. But when swift movement is required, these light cavalry can be brought on to the field.
SpeedCarryXPAtkDefCavDefSwoDefBowDefSpr
159833322151515
 
Light Pikeman (Human Spears) - Triumvirate [TRIUM]
These pikemen excel at defensive formations. They're lightly armoured, since their pikes and discipline provide much of the protection they need in close combat.
SpeedCarryXPAtkDefCavDefSwoDefBowDefSpr
82721633171119
 
Elite Longbowman (Human Ranged) - Triumvirate [TRIUM]
These longbowmen are known for their ability to accurately hit a target at long range from a city wall or in support of the main army. Their skill is frequently shown off to visiting nobles. However, there are few of them due to the amount of training needed.
SpeedCarryXPAtkDefCavDefSwoDefBowDefSpr
92632421333334
 
Heavy Infantry (Human Infantry) - Triumvirate [TRIUM]
Fearless in battle, these troops have the discipline to hold ranks and fight as one. They are heavily-armoured in chainmail and a full-length shield, and they use their short sword with great effectiveness.
SpeedCarryXPAtkDefCavDefSwoDefBowDefSpr
52433619212421
 
Light Lancer (Human Cavalry) - Triumvirate [TRIUM]
Due to the hilly and forested terrain around the Triumvirate cities, the cavalry is neglected and poorly trained. These horsemen are lightly-armed and -armoured, and are mainly used when speed counts most.
SpeedCarryXPAtkDefCavDefSwoDefBowDefSpr
1710033324111314
 
Twilight Ranger (Elf Ranged) - Turyns [TURYN]
The Twilight Rangers are an ancient regiment; archers sent out to support allies and friends. They are strong in defence, and skilled at evading enemy scouts, leaving foes ignorant of their presence until it is too late...
SpeedCarryXPAtkDefCavDefSwoDefBowDefSpr
92632628343436
 
Dawn Guard (Elf Infantry) - Turyns [TURYN]
The Guards of the Eternal Dawn see themselves as the guardians of hope and enlightenment, believing that in time all of the 'lesser' races of illyria will bow down before the Turyns... if they can only protect this ancient Elven house until that inevitable day.
SpeedCarryXPAtkDefCavDefSwoDefBowDefSpr
86033224242323
 
Gatekeeper (Elf Spears) - Turyns [TURYN]
For hundreds of years, the Gatekeepers have defended the gatehouses to Turyn cities and the doors of their nobles' halls. They decide, they say, who can enter and who can leave Turyn lands, and their role extends from holding the line in a pitched battle to manning customs houses and even tax offices in Turyn strongholds. They say that they are the defenders of an ancient bloodline. Their detractors say that they are the lackeys of greedy bureaucrats.
SpeedCarryXPAtkDefCavDefSwoDefBowDefSpr
9181612989
 
Moonrider (Elf Cavalry) - Turyns [TURYN]
The Moonriders trace their lineage back to the ancient Elf empire of Alda Amar, when their regiment was made up of magicians who rode into battle on enchanted horses. Now their steeds are quite mundane, although the riders still learn a few of the simpler charms of their predecessors.
SpeedCarryXPAtkDefCavDefSwoDefBowDefSpr
1710033420161212
 
Ratha (Human Cavalry) - Udaiman [UDAIM]
The Chariot of the Udaiman is quite unlike the nimble, desert-going Ratha of Raja Metu's armies. Rather, the Udaiman Ratha is a large, lumbering vehicle, designed for combat on firm, open ground. Drawn by armoured horses, it caries several men, and rather than dodging between enemy formations, it drives straight for their thickest ranks, attempting to crush them between its heavy, iron-rimmed wheels.
SpeedCarryXPAtkDefCavDefSwoDefBowDefSpr
1416034315191414
 
Turanga (Human Cavalry) - Udaiman [UDAIM]
The Udaiman cavalry are perhaps the most versatile in Illyria. There is no standard equipment, and although almost all carry swords and small shields, many also carry bows, and some have javelins or lances. They are expected to fight defensively as often as offensively.
SpeedCarryXPAtkDefCavDefSwoDefBowDefSpr
199532625262624
 
Parda (Human Spears) - Udaiman [UDAIM]
Udaiman infantry is expected to form the solid core of an army's lines. Their primary weapon is the pike or trident. Balancing the protective benefits of heavy armour with the need to avoid baking in the southern heat, they carry cumbersome, long shields, leaving those parts of their bodies which are protected by their shields, free from the constraints and discomfort of heavy armour.
SpeedCarryXPAtkDefCavDefSwoDefBowDefSpr
51021329161617
 
Silvershore Guard (Human Spears) - Udan Tebriz [UDAN ]
The trade cities of the Udan Tebriz are guarded by the Silvershore Guards. They are known for their garish cloaks (each man chooses his own raiment), the flamboyant insults which they hurl at enemies in battle, and their custom of showing mercy to fallen foes whom they consider better dressed than themselves.
SpeedCarryXPAtkDefCavDefSwoDefBowDefSpr
51021629161416
 
Violent Revolutionary (Human Spears) - Undying Flame [UNDYI]
Disgruntled peasants, jobless labourers, those made jobless or evicted from their cottages... there is no shortage of angry and desperate people. Those raised to arms by the rhetoric of the Undying Flame can become violent mobs. Armed with a spear, or simply a makeshift weapon (often a pitchfork), their zeal makes them oblivious to their low chances of survival in battle.
SpeedCarryXPAtkDefCavDefSwoDefBowDefSpr
81818138511
 
Violent Urchin (Human Ranged) - Undying Flame [UNDYI]
Convinced of the justice of their cause, the Undying Flame do not hesitate to enlist children to the fight. After all, do these children not have the right to help to build a better future? Many of these children are armed with nothing more than a dagger or sling, or simply pelt enemies with stones.
SpeedCarryXPAtkDefCavDefSwoDefBowDefSpr
76166999
 
Guerilla Fighter (Human Ranged) - Undying Flame [UNDYI]
The most seasoned soldiers of the Undying Flame are the small bands of loosely-organised fighters who are often sent to fight deep in enemy territory. Armed with bows, and favouring guile over courage, they avoid large battles and prefer easy targets.
SpeedCarryXPAtkDefCavDefSwoDefBowDefSpr
92031618202221
 
Revolutionary Comrade (Human Infantry) - Undying Flame [UNDYI]
Solid, committed, unimaginative... these are the defenders of the Undying Flame's bases, and the bodyguards for its leaders.
SpeedCarryXPAtkDefCavDefSwoDefBowDefSpr
61221529171417
 
Unseelie Noble (Natural Beast Infantry) - Unseelie Court [UNSEE]
The noble lords and ladies of the Unseelie court dislike the grubby notion that they should actually have to fight against the mortal races. Should their minions not handle such tediousness? They grumble that if they are killed by mortals, the wounds can hurt for weeks, and the whole process is quite uncomfortable. Mortal mages and philosophers muse that their arrogance might be largely a facade, that sometimes an Unseelie noble who is slain in battle really will remain dead thereafter.
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10052419191919
 
Faceless Swordsman (Elf Infantry) - Unseelie Court [UNSEE]
The Faceless are the bodyguards of the Unseelie nobility. Among a people renowned for complex treacheries and fickleness, the nobles cannot rely on any fae whom they might recruit. And so they make their own soldiers, crafted to an unknown recipe thought to include blood drawn from stones and rust scraped from the backs of shadows. Within their grey armour, each soldier is said to have the face of whichever foe they will kill next.
SpeedCarryXPAtkDefCavDefSwoDefBowDefSpr
10033223232222
 
Black Knight (Human Cavalry) - Unseelie Court [UNSEE]
The Black Knights are the champions of the Unseelie realm. They are thought to be mortal knights who gambled their souls against the Unseelie: to gamble with these fae is foolishness, as their games are inevitably rigged, and now these mortals are doomed to forever serve the Unseelie lords who own their souls.
SpeedCarryXPAtkDefCavDefSwoDefBowDefSpr
121044832312221
 
Briarguard (Elf Spears) - Unseelie Court [UNSEE]
Clad in enchanted wooden armour, these faeries are indentured to serve the Unseelie nobles until death. When slain, their bodies disintegrate into dry leaves, and it is thought that the creatures will reform or be reborn in some way, having thus earned their freedom.
SpeedCarryXPAtkDefCavDefSwoDefBowDefSpr
71021632171619
 
Redcap (Dwarf Infantry) - Unseelie Court [UNSEE]
As mercenaries are to the mortal races, so Redcaps are to the Unseelie court. They are thought to be renegades from the Sylvans, and unlike their Unseelie masters and mistresses, they seem to be mortal; if killed, they stay dead. Short, gnarled figures, with long grey beards and plate armour, they are vindictively cruel, and it is said that their distinctive red hats are dyed in the blood of those they have killed.
SpeedCarryXPAtkDefCavDefSwoDefBowDefSpr
63733817211820
 
City Guard (Human Spears) - Virten [VIRTEN]
While the kingdom of Virten relies upon the Kartur-Hhakrall to provide a standing army for the kingdom, each of the human settlements within the kingdom provide their own defence by raising a levy of guardsmen. Well equipped and trained for defence, these are soldiers who hope to defend their families and the law of the land – not soldiers who expect to be sent on foreign adventures.
SpeedCarryXPAtkDefCavDefSwoDefBowDefSpr
72021430181318
 
Automaton Guardian (Dwarf Infantry) - Clan Dollogh [DOLLG]
The Dwarves of Clan Dollogh are few in number, but they are exceptional craftsmen and engineers. Should they feel obliged to fight, they do not have enough people to field a conventional army, but they can craft these giants of brass and iron, great clockwork warriors to fight for them.
SpeedCarryXPAtkDefCavDefSwoDefBowDefSpr
5200201501606518070
 



Posted By: GM Stormcrow
Date Posted: 25 Feb 2015 at 01:42


Mourning Archer (Elf Ranged) - The Tears Eternal [TEARS]
Those Elves of The Tears Eternal who have given themselves over to become the professional defenders of their communities, are at once admired, outcast and pitied by their people. In a world of suffering, their vocation is at once to defend their kin, and yet also to cause death and further suffering to their enemies. The Elves consider such a calling to be appalling, and so shun these soldiers, even while admiring their self-sacrifice in giving themselves over to such a dreadful profession.
SpeedCarryXPAtkDefCavDefSwoDefBowDefSpr
92053235323633
 
Crown Guardsman (Orc Spears) - Kartur-Hhakral [KARTU]
The Kartur-Hhakrall are not sworn to fight for a clan or war chief, but to defend the crown of Virten. Their joy is to serve the finest monarch in the lands, and slay his enemies. Being well supplied by the master craftsmen of the royal armouries further increases their joy, as their natural strength and well honed skills are augmented by fine human crafted armour. Such well outfitted, intensively trained, heavy infantry are a extremely effective force on the battlefield.
SpeedCarryXPAtkDefCavDefSwoDefBowDefSpr
112032750254224
 
Undying Champion (Undead Infantry) - Houergerrt [HOUER]
It is said that when the uprising against the Order of Silver Light closed in upon the tower of the dying wizard, Houergertt, his terrified retainers knelt before him and swore that they would never desert their stricken master. The old mage simply smiled a wicked grin and laughed: “I know that you won't!”
SpeedCarryXPAtkDefCavDefSwoDefBowDefSpr
107012996045120100
 
Pirate Swordsman (Human Infantry) - The Pirate Kings [PIRATE]
In bards' tales they are swashbuckling buccaneers. To their enemies they are murderous cut-throats. To their Kings they are loyal soldiers enforcing their claim over all that sails the high seas. They are, in any case, the vanguard of the assaults of the Pirate Kingdoms.
SpeedCarryXPAtkDefCavDefSwoDefBowDefSpr
83042513161212
 
Pirate Archer (Human Ranged) - The Pirate Kings [PIRATE]
Defenders of the strongholds and great ships of the Pirate Kings, these soldiers are lightly armoured, but well practised in archery. Whether firing down from a city wall or a ship's forecastle, they can be deadly.
SpeedCarryXPAtkDefCavDefSwoDefBowDefSpr
111531517222423
 
Marauder (Orc Spears) - Drek-Hhakral [DREK]
Hunters and killers, Drek-Hhakrall Marauders are lightly armed but highly trained. Sent out to raid and ravage in small warbands, bloody slaughter is both their mission and their delight.
SpeedCarryXPAtkDefCavDefSwoDefBowDefSpr
133032832151016
 
Hordesman (Orc Spears) - Drek-Hhakral [DREK]
These heavily armed spearmen provide the mass of the Drek-Hhakrall armies. Though their leaders talk of the glory of savage assaults, these troops are trained and equipped for defence as well as attack, and discipline in the ranks is brutally enforced.
SpeedCarryXPAtkDefCavDefSwoDefBowDefSpr
112531935181718
 
Champion (Orc Spears) - Drek-Hhakral [DREK]
Masters of spear and sword, the Champions of the Drek-Hhakrall are both the commanders of their armies and also foremost in their fighting formations.
SpeedCarryXPAtkDefCavDefSwoDefBowDefSpr
131563250272427
 
Enlightened Warrior (Undead Infantry) - The New Light [NEWLI]
Those most capable soldiers chosen to become the elite guard of The New Light undergo a lengthy initiation ritual, which is not simply for show. The magics of The New Light augment and distort their bodies, building them into a mass of muscle, bone and sinew. Thereafter the soldiers show incredible stamina. It is reported that these Enlightened warriors will continue fighting with as many as a dozen arrows in their flesh, and that the pain of a spear thrust merely makes them stronger.
SpeedCarryXPAtkDefCavDefSwoDefBowDefSpr
146054626164228
 
War Mage (Human Ranged) - The New Light [NEWLI]
The mages of The New Light are quite clear that the magically gifted are the natural rulers of the world, and so command positions in their armies are reserved for wizards. But these commanders are not effete dilettantes. With magics to brush aside enemy arrows, cripple enemy horses and incinerate enemy soldiers, they are a fearsome force on the battle field.
SpeedCarryXPAtkDefCavDefSwoDefBowDefSpr
72033030203020
 
Sergeant (Human Cavalry) - Overoad Traders [OVER]
Husbands, wives, sons and daughters of the Dwarf Traders who are endowed with more muscle than brains become sergeants, charged with organising the defence of the Traders' assets. They ride with the caravans, and see to the security of goods between journeys.
SpeedCarryXPAtkDefCavDefSwoDefBowDefSpr
222033025151515
 
Outrunner (Orc Spears) - Overoad Traders [OVER]
The Traders' goblin partners are often used as violent scouts, capable of testing the strength of obstructing forces, and removing weaker threats.
SpeedCarryXPAtkDefCavDefSwoDefBowDefSpr
7252127778
 
Caravan Guard (Human Spears) - Overoad Traders [OVER]
For defending slow-moving caravans, camps or supply dumps, the Overoad Traders most often recruit human caravan guards. These spearmen are well drilled in the defence of the Traders' valuable cargoes, but are neither trained nor equipped to launch assaults of their own.
SpeedCarryXPAtkDefCavDefSwoDefBowDefSpr
123021432171617
 
Survivor (Elf Infantry) - Llwcharion [LLWCH]
Llwcharion warriors learn to survive in the burning desert, navigating without landmarks, and finding water even in the most parched lands. They know how to keep their armour and bows supple in even the driest heat, and are expert in using the desert terrain to their advantage in battle.
SpeedCarryXPAtkDefCavDefSwoDefBowDefSpr
73021815222322
 
Skirmisher (Elf Cavalry) - Llwcharion [LLWCH]
Unarmoured, and armed with only a short scimitar, Llwcharion horsemen are used as skirmishers and raiders. With water so scarce, the Elves are loathe to invest in the maintenance of too many horses, but they appreciate that a few can be of use to harry and terrorise enemies.
SpeedCarryXPAtkDefCavDefSwoDefBowDefSpr
18203272913129
 
Slaver (Human Infantry) - South Oceans Company [SOCO]
The Larnish settlers rarely venture outside of their fortified strongholds, unless lured by rumours of wealth or the opportunity to gather slaves.
SpeedCarryXPAtkDefCavDefSwoDefBowDefSpr
72022014151113
 
Yuraquncha Mercenary (Mercenary Infantry) - South Oceans Company [SOCO]
The Larnish settlers are few in number, but they have plenty of goods which the Yaraquncha lack, and there are plenty of locals who will serve the newcomers as mercenaries in return for such trinkets.
SpeedCarryXPAtkDefCavDefSwoDefBowDefSpr
925278878
 
Citizen Spearman (Human Spears) - Tal Colonists [TAL]
The colonists of Suinix are proud of their independence from Larn, and of their ability to win the worship of the locals. Each citizen maintains his own spear, shield and armour in case he must ever defend the colony that they have built. But most hope to avoid fighting if possible, and delegate this to their loyal local allies.
SpeedCarryXPAtkDefCavDefSwoDefBowDefSpr
72521530161416
 
Yuraquncha Devotee (Human Spears) - Tal Colonists [TAL]
Convinced that the rulers of Suinix are deities returned from the north, these Yuraquncha see their military support for the newcomers as a religious obligation, to be undertaken gladly.
SpeedCarryXPAtkDefCavDefSwoDefBowDefSpr
1130278878
 
Yuraquncha Warrior (Human Spears) - Yuraquncha [YURAQ]
With javelins and blowpipes, knives, spears and hand-axes, these warriors are a ranged unit specially adapted to fighting in thickly wooded jungles. Their preferred tactic is to skirmish around their foes, closing for hand-to-hand combat only when their enemy is wounded and weakened.
SpeedCarryXPAtkDefCavDefSwoDefBowDefSpr
720278878
 
Yuraquncha Warleader (Human Infantry) - Yuraquncha [YURAQ]
The warleaders of the Yuraquncha have begun, through trade and plunder, to gather fine military equipment, more advanced than their own craftsmen can make. Swords, helms and chainmail are prized possessions, and make them more formidable, if less agile, adversaries.
SpeedCarryXPAtkDefCavDefSwoDefBowDefSpr
72522014141112
 
Toa (Human Infantry) - Kapikami [KAPIK]
The Kapikami do not like to venture outside of their strongholds – at least, not by land. If they must dispatch an expedition, it is these swift, lightly equipped warriors who are sent. Their favoured tactics are hit and run raids, with set-piece battles fought only if absolutely unavoidable.
SpeedCarryXPAtkDefCavDefSwoDefBowDefSpr
72521813141012
 
Warrior Chief (Orc Infantry) - Free Orcs [FREEO]
Amongst the Free Orcs, a Chief is not someone with rule over a clan or family or tribe or stretch of land. A chief is someone who leads a warband. Most of the Free Orcs aspire to leading their own warbands, so armies constantly split and adapt as new leaders rise from the ranks. As many as one in ten of the Free Orcs call themselves Chiefs on this basis.
SpeedCarryXPAtkDefCavDefSwoDefBowDefSpr
92033321232023
 
Lost Dwarf (Dwarf Infantry) - The Lost Clans [LOSTC]
Silent and slow, with lank hair and grey skin, these Dwarves often carry mechanical contraptions built in to their bodies – sometimes a wiring set of cogs within a eye socket, sometimes a set of levers and pulleys built around their arms. They never talk to outsiders, and they never surrender in combat.
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73032632313030
 



Posted By: GM Stormcrow
Date Posted: 25 Feb 2015 at 01:43


Guul (Orc Infantry) - Guul-Hai [GUUL]
The Guul-Hai are descended from the survivors on an elite Orc unit which served, and then turned against, the Order of the Silver Light, during the Second Age. It is said that they learned magics of stealth and combat from their former masters.
SpeedCarryXPAtkDefCavDefSwoDefBowDefSpr
112533220121812
 
Volunteer (Human Infantry) - Mellorians [MELLOR]
No member of the community would be expected to do anything that they did not wish to do. But of course, they would want to follow the guidance of their wise Prophet, wouldn't they? So if their Prophet suggests that they might wish to take up a spear in service of the community, of course they will volunteer for what ever mission he has in mind, won't they?
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925261411411
 
Hunter (Human Ranged) - Mellorians [MELLOR]
The community's Hunters work as directed by their Prophet to hunt down food from the forests. Or enemy raiders who venture too close. Or renegade community members who foolishly decide to leave their loving fellows behind.
SpeedCarryXPAtkDefCavDefSwoDefBowDefSpr
122521514192221
 
Shadow Mage (Undead Ranged) - The Tower [TOWER]
The armies that roam the island around The Tower are led by these robed figures. They have the stature of Elves, but it is said that beneath their hoods they have no faces, but only a pool of shadow, and that if they are slain their form simply melts away.
SpeedCarryXPAtkDefCavDefSwoDefBowDefSpr
11253281002014060
 
Apprentice (Orc Ranged) - Heirs of Voyldarn [HEIRS]
An Apprentice of the First Sanctum is the lowest rank amongst the wizards of the Heirs of Voyldarn. Since those of higher rank never wish to venture outside of their strongholds it is to these young Apprentices that dangerous missions are delegated.
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122021015162010
 



Posted By: Gul'Dan
Date Posted: 25 Feb 2015 at 01:49
Good job Devs, you're giving us what we wanted! Star

-------------


Posted By: The Unkown
Date Posted: 25 Feb 2015 at 01:50
Cool


Posted By: Nikon
Date Posted: 25 Feb 2015 at 01:56
this is the same deal as the last lot? only in small numbers and no faction standing at all?
its a start, to be sure to be sure


Posted By: Starry
Date Posted: 25 Feb 2015 at 02:29
This is awesome!!!   Thank you Devs Thumbs Up

-------------
CEO, Harmless?
Founder of Toothless?

"Truth never dies."
-HonoredMule



Posted By: Rill
Date Posted: 25 Feb 2015 at 02:30
Will attacking these units affect faction standing?


Posted By: Alcie
Date Posted: 25 Feb 2015 at 02:54

I am impressed by 189 units at once! good job devs.

I am looking forward to changing faction standings and agressive npcs. but it will be interesting to scout the new units in the mean time.


Posted By: Hora
Date Posted: 25 Feb 2015 at 08:40
Oh....  I want to have a Snufflumpster NOW!  Embarrassed

Impressive... and I guess it might take some balancing when activating all those different factions... especially the aggressive ones...  I LIKE!


Posted By: Mr Damage
Date Posted: 25 Feb 2015 at 09:53
Release the factions live on the permasats as a test!Evil Smile


Posted By: Dungshoveleux
Date Posted: 25 Feb 2015 at 22:21
Calumnex is going to warm up considerably once faction combat is switched on.


Posted By: Baron Harkonnen
Date Posted: 25 Feb 2015 at 23:44
Are they game wide or just in Broken Lands as I understand they were originally proposed for?


Posted By: GM Stormcrow
Date Posted: 26 Feb 2015 at 00:10
Originally posted by Baron Harkonnen Baron Harkonnen wrote:

Are they game wide or just in Broken Lands as I understand they were originally proposed for?
BL Factions are now almost all live, and we also put live those Elgea factions that had just never made it to the live process.  Elgea has always had some factions wandering around it.

The only remaining factions that are not, as of this point, doing *something* around and about the map are:
  • Dragonkin
  • Eaglesbrood
  • Giantkind
  • Harpies
  • Sirens
  • Sylvans
  • The College of Silence
  • Cult of the Black Oak
We hope to have them all out soon.

Regards,

SC



Posted By: John Louis
Date Posted: 26 Feb 2015 at 00:28
It seems you can add the Turyns to the list of factions not doing 'something' around the map.

Maybe I'm just blind, if anybody spots the Turyns near the Tudeyll trade hub please let me know.

I will keep a watchful eye out for them.


Posted By: John Louis
Date Posted: 26 Feb 2015 at 00:31
Ok, there are Turyns faction units beside the Turyin trade hub, but not the Tudeyll trade hub.

Should there not be faction units beside both hubs?


Posted By: GM Stormcrow
Date Posted: 26 Feb 2015 at 00:43
Originally posted by John Louis John Louis wrote:

Ok, there are Turyns faction units beside the Turyin trade hub, but not the Tudeyll trade hub.

Should there not be faction units beside both hubs?
Turyns are currently abroad (at least one army); however it's going to take the AI system a good couple of days to spool up every spawn for every faction.  Also, the current behaviours loaded for many factions is very much on the "patrol the borders" level; so proximity to hubs shouldn't be assumed. 

SC


Posted By: John Louis
Date Posted: 26 Feb 2015 at 00:57
Thank you for the update, much appreciated.


Posted By: zolvon
Date Posted: 26 Feb 2015 at 01:39
Awesome stuff!! You guys have been busy Thumbs Up


Posted By: Rill
Date Posted: 26 Feb 2015 at 03:52
Dragons?

Dragons!!!!


Posted By: Rua
Date Posted: 27 Feb 2015 at 07:29
So, does attacking these faction units affect faction standings? And do they drop any loot, when killed?


Posted By: Orin
Date Posted: 27 Feb 2015 at 07:54
When will the factions begin to remember your attacks on them and then directly affect your standing with the factions?


Posted By: demdigs
Date Posted: 01 Jun 2015 at 17:57
Any update on when the factions will remember your actions? Also are faction standings now changeable? IE you can cause standings to go up or down?


Posted By: Rill
Date Posted: 02 Jun 2015 at 00:04
Faction standings are still not changeable.


Posted By: Endrok
Date Posted: 02 Jun 2015 at 10:59
Originally posted by Rill Rill wrote:

Faction standings are still not changeable.
Some say they are, but I've not noticed any changes.
My alt (Erik Redbeard) is currently trying to upset the Free Orcs and Guul-Hai in Jurgor/Farshards.
Often the camps seem to move away before I get to them,  so far I've hit 2 x Free Orc camps and 4 x Guul-Hai but my standing has remained the same.   They die just the same as any other orc Wink

Really looking forward to the seeing the Factions take aggressive action against those who they don't like!


Posted By: Mr Damage
Date Posted: 11 Jun 2015 at 05:30
+1


Posted By: Wartow
Date Posted: 11 Jun 2015 at 17:03
I look forward to the announcement by factions that they will be making land claims.

-------------


Posted By: Rill
Date Posted: 11 Jun 2015 at 18:55
Originally posted by Wartow Wartow wrote:

I look forward to the announcement by factions that they will be making land claims.

Pretty sure the Melders already have.  Its name is "Audrey."


Posted By: jcx
Date Posted: 12 Jun 2015 at 13:24
raiding NPC's... with the ability to claim sov and foment unrest.

-------------
Disclaimer: The above is jcx|orcboy's personal opinion and is not the opinion or policy of Harmless? [H?] or of the little green men that have been following him all day.

jcx in H? | orcboy in H?


Posted By: demdigs
Date Posted: 04 Jul 2015 at 17:18
Any updates on when factions will go live? If you want to create friction in the game making factions go live will create incentives for it to go live. 


Posted By: Mr Damage
Date Posted: 06 Jul 2015 at 12:20

25FEB15 - FACTION UNIT RELEASE


Such false advertising  Thumbs Down


Posted By: twilights
Date Posted: 06 Jul 2015 at 13:25
it hasn't even been six months....give them some more time....go build another city...that should take up time while we wait


Posted By: Jax
Date Posted: 06 Jul 2015 at 21:31
Approve 


Posted By: Mr Damage
Date Posted: 08 Jul 2015 at 05:32
Originally posted by twilights twilights wrote:

it hasn't even been six months....give them some more time....go build another city...that should take up time while we wait

Factions have been on the boil a lot longer than that, try checking the original release date, quite disappointing.


Posted By: twilights
Date Posted: 08 Jul 2015 at 10:12
yes but building full research in a city takes over 3 years...you got to keep game timing in mind...its just longer than real time...I hear coffee breaks in illy last for days and often end up in the pubs


Posted By: Mr Damage
Date Posted: 09 Jul 2015 at 06:23
Don't get me started on research, so much of it is useless unless off course you care about your rank.


Posted By: Rill
Date Posted: 09 Jul 2015 at 07:06
Completing the research takes more like 18 months, if you research continuously.  Assuming you occasionally neglect to restart something, maybe 2 years.  Or if you are like me and just didn't do research for a while, you might have a few crafting researches left in one or two cities even after four years.


Posted By: Hyrdmoth
Date Posted: 09 Jul 2015 at 08:10
Isn't most of the research for specific crafting items, and for all the different sovereignty buildings? Similarly most people seem to be interested in the geomancy spell that boosts food, so you don't need to research the spells that boost the other four.

If you have a specialised city then the amount of research you need to complete to make it fully functional will be much less then the amount of research that is available.


Posted By: Rill
Date Posted: 09 Jul 2015 at 09:17
It depends on the purpose of your city.  If it's a combined hunting and harvesting city, that 30-day research and the 14-day research extend things.  However, a city can do most of the core functions necessary after about a month and be broadly useful after six months.


Posted By: Raco
Date Posted: 09 Jul 2015 at 09:27
How is research related to factions?Ermm


Posted By: GM Rikoo
Date Posted: 10 Jul 2015 at 21:10
Get back on topic or have your posts deleted.

Rikoo




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Illyriad Community Manager / Public Relations / community@illyriad.co.uk


Posted By: dittobite
Date Posted: 16 Jul 2015 at 03:35
In regards to the topic then, do the devs have an update on factions for us?  ...'shortly going live' has taken some time now.  I understand the need for art and poetry contest in the game of Illyriad, but it would be nice to have thrown in-between them such things as live factions or even what were they called.......tournaments....i know, a thing of the ancient past, but still would be nice to see such things once more come to life in illy.....and Ill be even bolder to wish for a tournament involving factions!   


Posted By: Mr Damage
Date Posted: 16 Jul 2015 at 06:14
Perhaps just admit that the faction idea became too hard so we have decided to give up on it and focus our resources elsewhere.


Posted By: GM Rikoo
Date Posted: 16 Jul 2015 at 06:26
Originally posted by dittobite dittobite wrote:

In regards to the topic then, do the devs have an update on factions for us?  ...'shortly going live' has taken some time now.  I understand the need for art and poetry contest in the game of Illyriad, but it would be nice to have thrown in-between them such things as live factions or even what were they called.......tournaments....i know, a thing of the ancient past, but still would be nice to see such things once more come to life in illy.....and Ill be even bolder to wish for a tournament involving factions!   

I just want to clarify:

A community contest has never, or will never, take developer resources. It is the realm of the community manager and, other than a few tiny website bits and bobs, can be done completely by the community manager. There is not a requirement to take part in them, and they are simply a fun way for community members to possibly earn some free prestige.

The artist, GM Cerberus, is not a coder as well. His artwork does not take away developer resources. When he finishes or updates a piece of art that currently goes in the game (like addons in the research tree) they go in with another small bit of work from the coder. If he is working on future pieces (as he is now) they will go in later.

I have indicated several times that the project we work on now is the priority because it is a backbone project for Illyriad. The game is in dire need of the work the coders are doing, but as I have also said before, I will not release any information like dates until the content or update is completed. As you can see from the fact that I still have to field questions about 4-year-old discussions, handing out information about this project before completion (although we've already announced it a long time ago -- look to the UI thread) would simply be a headache.

Again, stay on topic or I will delete the post and eventually ban the user. The topic is faction units... not tournaments or other content. 

Thanks,

GM Rikoo




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Illyriad Community Manager / Public Relations / community@illyriad.co.uk


Posted By: Malek
Date Posted: 17 Jul 2015 at 03:20
I understand where Rikoo is coming from. It would be nice to have not an update but a topic saying, this is the game update we are working on (no implementation date). 
This is what the end goal is. 
This is what has been achieved.
This is what we tried and blew up in our face
This is how we corrected it. 

That would be great. What I have seen over the years is the constant hassling of the devs for content, when is this happening, why has this not been done yada yada yada. The reason (I think) that no information is ever released as they tried it at one stage and were crucified when they did not deliver. As a result of that, they just do it in their own time. 

Is it frustrating to me that there have been no updates? A little. Do I care? No. I just play the game for what it is and I just adapt to whatever changes they make. Its like professional sports, the governing bodies change the rules for various reasons, we adapt to them. 

To keep the faction thing going, I want the tower folks in calumnex to kill everyone and siege to, that would be awesome. Make them large armies so that alliances have to make an effort to get rid of them instead of just sending token forces. Though that could be said of most factions, if there was a way to get them to pick an army size based on alliance size, that would be nice, though I am no coder and have no Censored idea how that would work. 


Posted By: Hyrdmoth
Date Posted: 17 Jul 2015 at 06:52
One way to use the right army size for factions would be to start relatively modestly and then ratchet it up if the faction armies are so small that they get defeated, up to a certain limit.



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