FACTION UNITS PART 4 Neutral Force: All races are capable of heading into battle with mixed force, without a Legendary Lord. Instead lead by a generic Lord, meant to represent the more versatile army from each race, at the cost of having no special advantage. Thus making these forces of all nine races, the balance-blank factions, but as a bonus having a Legendary Lord along with a Lord grants higher benefits at the increase of point cost. HUMAN LORD-Highlord: Highest rank that any man or woman can receive, basically make them nobles both in position and blood lineage in their respected kingdom, but to achieve this honor one must be a exceptional warrior and leader-basically resembling barbarian/warrior kings or queens in appearance-capable of charging into any battle with warriors faithfully following them close, able to wield any weapon and even be mounted, a balance lord in all around stats, but unable to use warsinging.
DÖKKÁLFAR LORD-Nobles of Atrocities: The nobles in the dark elves society, with great experience in multiple battles and responsible for many vile acts and deeds on victims and slaves, wearing less flamboyant clothing in favored of armor, and armed with better weapons these sadistic high-class members of the dökkálfar, more capable fighters and leaders than their thrill seeking counterparts, highly effective against troops and possess some level of warsinging.
DWARF LORD-Steelheart Kin: Special dwarves blessed by the Ironfather himself, as their hair and beard becomes as silver as steel, gifted with the greatest armor and carry a hammer along with a horn to play Folk Metal, a Melee Warsinger, that inspires many dwarves into battle, following these chosen in the thick of war, thus making them capable leaders with high defense, and effective against larger units.
NIGHTBOURNE LORD-Doomspeaker: A unique Dementai that has been greatly favored by the Maddening, always hearing the sounds of Doom Metal and whispers of Hiesth, these nighttouched have a lot of physical changes to resemble more nightbourne horrors, mainly warsingers with good defense, inspiring a loyal following of numerous nightbourne.
GNOLL LORD-Pack Chieftain: Big, baddest, strongest and most bloodthirsty of the gnolls, becoming the top of them all, the boss and chieftain of the pack, because of this and fearing the big boss' fury all gnolls obey and follow them to big scrap, can wield any weapon or scrap armor, not warsingers but pure melee focused lords, dealing large amount of damage and mobility along with easily triggering a frenzy.
WRAITH LORD-Lich: Very high ranking wraith with sentiency and intellect, a robed and frost coated some of these undead wear all sort of trinkets from circlets, crowns and more, they are the chosen of Ledah to lead and resurrect the legions of wraiths across Ragnarock, they are powerful warsingers with low defense and health pools.
DJIN LORD-War Sultan: A privilege and honor only bestowed to exceptional djin in the Juudas Empire, taking a special ritual on walking into the Golden Flames to ascend to position of Sultan, equal to a divine chosen, these djin from any breed are grand leaders, warriors, and protector garbed in the finest clothing and armor, can either be warsingers or fighter, but their greatest strength is that their aura acts as a natural amplifier to Symphonic Metal, and surprisingly effective against other warsingers, strong magical resistance and slightly lower physical stats.
DEMON LORD-Archfiend: The handpicked greater ranking demons of a Abyssal Lord, granted with amazing power and authority amongst other lower demons, almost equal to their respected master, some Archfiends are even granted special names, titles, and position on a legion, but these are the nameless, demons that seek the ultimate reward of being named and granted greater favor by their respected Abyssal Lord, large demons that can appear in variety of forms, able to fly and wield heavy-weaponry, large health pools and damage, with low magical resistance.
HAUNT LORD-Serenator of Tears: Haunt with a special task and honor to personally attend to the statues of Thajjin, singing to them in serenades of Metalcore to uplift their Goddess and prevent another sorrowful weep, while rare these high-ranking haunts head to battle leading hordes of their kind to find sacrifices to appease the Crying Mother, warsingers, high health pool and better equipment than other units.
RACIAL ADVANTAGES & DISADVANTAGES HUMANS: A balanced force with all types of units, and variety of styles of warfare and weaponry. Lack magical and war construct, but make-up for this weakness with Units with good stats. Human don't break easily and possess a unique save called, "Chosen of Odyiir" which permits a unique to rise up to a Lord, and maintain the army united and fighting. Their warsinging aside from enhancing unit/s it is mainly a high-risk, high-reward in its songcraft, successful an a magical assault can deal unbelievable damage, fail and it leaves them wide open for attack.
DÖKKÁLFAR: High-mobility but mainly low armored units, focusing primarily reaching the enemy quickly and dealing as much damage as possible. Having various weapons meant to deal high damage, and a high possibility of inflicting a "bleed" on victims. Possessing a unique trait called "Pain Tokens" by dealing damage and collecting the screams of their victims, these tokens can be use to enhance either their songcraft or resistance to magical attacks. Their warsinging is wide-range, and able to be boosted with "Pain Tokens", lacking healing abilities and spells to mainly focus on damage.
DWARVES: Low-mobility but more than make up for this weakness with high damage and defense. Highly adaptable to many terrains, but lacking in the added mobility that calvary units provide, they work around this major disadvantage with being the race with the most Metal-blessed equipment and strong armor of them all. The race with the most number of war constructs, and possess runes to boost the needed attributes that their lacking in battle. Their warsinging is mainly focus of buffing equipment of allies, while weakening the enemies, despite their Metal's perceived versatility it lacks long range, and upon failing a cast could cause some serious damage to their forces.
NIGHTBOURNE: A horde faction. Using a large number of monsters to focus on melee while part of the more humanoid units focus on magic. They are two extreme that need a mix of units to have some balance in battle, capable also on focusing on one strength over the other, such hording heavy-melee or pure magical warsinging. While their survivability is good, and their shared passive of "Gloom & Doom" meant to weaken enemies in a certain range, they lack proper armor and Metal-blessed equipment to make-up for those weaknesses they possess. They can't run war constructs, but their warsinging is meant to stun, disturb, cause mental damage to their enemies, while invigorating their allies, a basic bad for you, good for me tactic to the extreme, but this also comes with a lot of sacrificing health points to boost the spells effects and power, making their songcraft a double-edge sword in some occassions.
GNOLLS: Very, very aggressive, focusing everything on damage and getting into the thick of battle. Caring little for defense the main focus of gnolls is attack and damage, a purely offensive focused army. Rarely having war constructs but as a army there quite varied in unit types. The only race that embrace a frenzy state, and their unique trait of "Wild Frenzy" let them still be usable in frenzy. Their warsinging is focused on mainly causing a Red Moon at the end, after set amount of casting a possibility of causing Red Moon without a higher level songcraft can manifest.
WRAITHS: A low mobility horde. All wraiths possess either frost or poison damage. This race greatest power is its ability to replenish units, through Death either fallen allies in enemies are risen again to join the battle-note: apart Heroes and Lords that can't be revived, units can only revive three times-making this army replenishing monster. While they have low health pools, from equipment and enhancing frost shells to make-up for that weakness, along with various immunities to status effects. Their warsinging is mainly ice/frost element songcraft, meant to not only slow down enemies but also summon/revive more undead to enter or rejoin the undead scourge's ranks.
DJIN: By far the most powerful magical strong and resistant race of the nine. The djin main specialty is songcraft, with not only possess a wide variety of spells but also able to literally harmonize with all warsingers in their forces. While possessing low defenses in the physical stance, their ornamental Metal-blessed equipment and weaponry aid them in combat and be able to stand against more levels of damage. This army not only capable of fighting high-temperatures terrain, they are a balanced force that has variety of units from troops to beasts but they don't possess, almost disdain of using monsters in battle.
DEMONS: High-damage and defense with low resistance to magic and Metal-blessed weaponry. Demons are numerous and possess every type of unit with exception of beasts, mainly focus on leading infernal monsters into battle. They can come in a large variety of appearance and multiple sub-breeds in a legion, allowing a legion to fit to various battle style, while they don't use Metal-blessed equipment in exchange they wield corrupted versions of those weaponry, armors, and relics. Their warsinging is high-damage, but it's main focus is to summon more demons to replenish themselves, but their songcraft has a special trait that is "Corruption" that blights and twist the terrain, and thus provide greater benefits as the battle extends.
HAUNTS: Unique race that possess a similarity with the wraith, having a unique save called "Reassemble" replacing part of their bodies to revive fallen units or enhancing stats. Haunts while having low health pools, but they have a great amount of survivability. They don't have any calvary or monsters units, plus a lack of Metal-blessed equipment, but their magical attack and range is quite good. Their warsinging is highly effective in mental damage, provoking a lot of magical effects and increase the effectiveness of the spells through multiple warsinging.
COMPENDIUM OF SONGCRAFT PART 3 FIRE: The Source of Metal that the djin, the mystical force that harmonizes with everything. Commanding the power of Fire, a harmous force that represents nature and actual mystical magic. As the enchanting flames can bend the elements from fire to water and more, the closest to actual fantastical magic with Arabian theme, as all warsingers are capable to harmonize enhancing the power and effect of their songcraft.
LESSER SONGCRAFT
1.Arcane Missile: Songcraft that harness the power of the Source of Fire, swirling together into a magical sphere that is unleashed upon the enemies of the Empire.
2.Harmonic Unity: Playing all the sacred instruments in glorious harmony, sparking a grand surge of Symphonic Metal, inspiring and empowering all the songcraft and warsinging in this union.
3.Symphonic Winds of Araghei: Singing melodies to bring fort the Fire that commands the playful winds, enhancing the swiftness of their people and pushing back their foes. [Symphonic Metal inspired wind spell enhancing movement and causing both slight damage and mobility debuff to enemies]
4.Gehnnum Flames: Harnessing the power of Symphonic Metal, to invoke the smallest spark from the Fire God himself into the world, unleashing a spreading wave of magical fires, not only harming the wicket but healing the faithful of Araghei. [Symphonic Metal & Djin inspired AOE fire spell]
GREATER SONGCRAFT
1.Sylphic Waters: The heat of magical force of Symphonic Metal, causing the sacred waters from the beloved daughter of Araghei, Sylven Sylphic, unleashing a torrent of magical water. [Symphonic Metal & Djin water spell and lower movement of enemies]
2.Beacons of Mystical Light: Warsinging that invokes a couple of beacon magical lights that emenate a gentle warmth of Mystical energies that invigorate the djin near them, amplifying their songcraft and lightly treats wounds.
3.Vermillion Flare: Songcraft that conjures a vibrant red flame, a majestical song that surges in great amounts of magical energy that attune with symphonies augmenting its glory and force, until a magical miniature red sun sends it burning judgment on the wicket.
MAJOR SONGCRAFT
1.Golden Orchestra of the Earth: The greatest harmonial songcraft in the Source of Fire, a orchestra of music and singing so vibrant and filled with life that it draws Araghei himself, gifting his people with a golden mist that emerges from the earth itself, greatly empowering their songcraft, lessen the strain of singing them, and more added benefits.
2.Spectrum Tempesta: A songcraft that bring fort the greatest magical sandstorm imaginable, dealing constant damage and obscuring magically all their allies under grains of pure Fire made solid.
3.Ancestral Calling: Warsinging that calls upon their ancient ancestors of myth, a titan of pure Symphonic Metal, meant to aid them by singing more empowered songcraft to battle beside their descendents. [Symphonic Metal & Djin inspired summon that double the power and effect of the next spell]
4.Symphonic Squall of Celestie: Most strongest songcraft in the Juudas Empire, by singing this symphony the warsingers can tear a rift into the realm of the Gods, and bring fort a grand squall of pure Metal energy, to downpour and devastate the enemy.
DARKNESS: The Source of Metal that the demons command, the dark power bestowed by the Corruptor. Commanding the power of Darkness the Source where all demons spawn and harness their malignant power from. The dark power of corruption, able to summon more demonic creatures from the pits of Karnak, harness the infernal power for many terrible means, some powerful demons are even able to create their own unique songcraft from using the Source of endless Darkness.
LESSER SONGCRAFT
1.Hellish Ritual: Main songcraft of that all demons are able to sing, the ability to summon a rift into the realms of the Abyssal Lord, and bring fort more demons onto the battlefield.
2.Soul Sacrifice: Dark songcraft of demon, warsinging harnessing the power of life from their victims or sacrifices, in order to perform a large killing for exchange of more demons.
3.Blood for Blood: Warsinging that uses the blood of others, as a conduit to create this corrupting effect the increase the bloodlust and power of demons, while weakening their victims, and as more blood is spilled, the greater the range of this songcraft.
4.Unholy Sigil of the Abyss: The warsingers sing a dark Metal that inscribe a huge demonic sigil in the ground, glowing a malignant scarlet, empowering the demons of Karnak just by standing in it dark majesty, while damaging the souls of other races. [Gothic Metal & Demon inspired AOE buff and weakening the magic of enemies]
GREATER SONGCRAFT
1.Shadows of Abyssal Nightmares: A songcraft that commands the Darkness, manifesting itself in multiple shadowed silhouettes that reach out to capture their victims, causing both physical and mental pains to the victims while keeping them immovable during it manifestion. [Gothic Metal & Demon inspired AOE spell that stun and deals dark damage]
2.Karnak Terrible Might: Playing a warsong that calls upon the terrible Dark God of Gothic Metal, manifesting in a red bloody mist in a partial silhouette of him, releasing a great roar that enhance his demonic servents, but corrupt all other opposing warsinging for sometime.
3.Dark Sun: Warsinging that conjures a giant pure obsidian sphere that float to the air, and emenate Darkness empowering all Source of Darkness, while obscuring the sight of other races.
MAJOR SONGCRAFT
1.Damnation: A powerful warsong that causes a huge wave of corruption across the terrain, weakening all other races that step on these corrupted land, while granting welcome support to the demons, especially on all their warsinging.
2.Demonic Symphony of Darkness: Warsingers perform a dark song, that invigorates all the demons, surging their dark powers to invoke a giant mass of Darkness that spreads across the area, empowering all Darkness and Gothic Metal within this black abyss.
3.The Eyes of the Dark God: Gothic, dark symphony dedicated to directly to the Corruptor, the warsinging call down the Dark God into the world manifesting his eyes and staring down at the enemies, unleashing a ray of darkness upon the enemies.
4.Openning the Pit of the Abyss: The ultimate warsong of the demons, channeling the most primordial source of Darkness, opening a rift into the divine Domain of their Dark God, the Pit of the Abyss, surging fort titanic amount of Darkness causing unbelievable amounts of damage and mental anguish to those that step into the presence of the Corruptor's realm, corrupting all the terrain exposed to the abyss.
EMOTION: The Source of Metal that the haunt adore, cherish and play to appease their Goddess. Commanding the power of Emotion, as the most emotionally aligned race. Embracing the force of black tears as this Metal is joint with the waters of Thajjin, bring fort the surge of emotion from all that listen, the enhancement of emotions.
LESSER SONGCRAFT
1.Soulful Invokation: Warsinging is played in a soul-jecking song, that causes a surge of emotion augmenting the power of Emotion, strengthen the will of the haunts and cause mental anguish to the other races.
2.Black Rain: The warsingers create such a sorrowful melody, that it bring great feeling to the Soulful Maiden, that she cries tears of joy, manifesting in black water rain, raining down on the area. [Metalcore & Haunt inspired AOE low damage OT and movement buff]
3.Floating Black Pearls: Songcraft that bends the black water of Thajjin, forming bubbles of black water that float around the area, which can trigger by contact or command splashing the enemy in this divine water, dealing considerable amounts of magical elemental damage.
4.Dead Flowers of Broken Hearts: Warsinging sing a soulful melancholy of Metalcore, manifesting these withered black flowers across the land, damaging the enemies but granting benefits for their haunts, greater motivation in marching and battle. [Metalcore & Haunt inspired AOE low damage terrain spell with mobility and attack buff for allies that in the area]
GREATER SONGCRAFT
1.Owner of the Lonely Heart: Woefully beautiful songcraft, that causes a surge of Emotion, strengthening the magical power of the children of the Crying, while making the enemy suffer such emotional instability thus making them easier to defeat.
2.Onyx Idol of the Crying Mother: Songcraft that conjures a huge amount of black tears from their Goddess, forming a liquid image of their Crying Mother, as she heads to the enemy fighting alongside them. [Haunt inspired summoning spell]
3.River Styxia Flows: Summoning fort one of the sacred rivers within the domain of Thajjin, this warsong open a rift into that realm and releases the complete fury of the black river of Styxia, striking the enemy and pushing fort the haunts forward.
MAJOR SONGCRAFT
1.Dome of Woes: The warsingers sing a special soulful tunes that bends that black waters to form a huge dome, defending their kin from enemy range attacks and warsongs. [Metalcore & Haunt inspired defense/barrier spell]
2.Hymns From the Divine Maiden: A songcraft that touches the spirit of their Goddess, that she starts humming to their singing, a divine hymn that empowers the haunts and enhances all warsongs while she still sings.
3.Abyssal Whirpool: Songcraft that through a heartfelt symphony, a pool of black water manifest in the battlefield, and start to spin in a massive, powerful whirlpool pulling in their enemies, slowing them down and causing some continuous damage to those caught in its currents.
4.The Mournful Weeping of Thajjin: A powerful and dangerous songcraft, that haunts actually are reluctant to sing, for it uses the sadness of their dear Goddess against their enemies, singing a sad, sad melody that makes Thajjin weep in great sadness, unleashing a tempest of black tears, causing large amount of magical damage and causing black tears/water overflow into the terrain causing many difficulties for both forces.
UPCOMING NAMED CHARACTERS/FACTION UPDATE 1.Human Faction: 2 New Legendary Lords, 1 New Lord, 1 New Hero, 5 New Units.
2.Dökkálfar Faction: 1 New Legendary Lord, 1 New Lord, 2 New Heroes, 5 Exclusive New Units, 3 New Units.
3.Dwarf Faction: 1 New Legendary Lord, 1 New Hero, 2 Exclusive New Units, 6 New Units.
4.Nightbourne Faction: 3 New Legendary Lords, 1 New Lord, 2 New Heroes, 5 New Units.
5.Gnoll Faction: 2 New Legendary Lords, 1 New Lord, 1 New Hero, 5 New Units.
6.Wraith Faction: 2 New Legendary Lords, 1 New Lord, 1 New Hero, 4 New Units.
7.Djin Faction: 2 New Legendary Lords, 1 New Lord, 1 New Hero, 4 Exclusive New Units, 3 New Units.
8.Demon Faction: 4 New Legendary Lords, 1 New Lord, 1 New Hero, 5 Exclusive New Units, 4 New Units.
9.Haunt Faction: 1 New Legendary Lord, 1 New Lord, 3 New Heroes, 4 Exclusive New Units, 1 New Unit.