Independent Units

 

Drauga

A warrior race ruled by clan chieftains, the Drauga are very different from their other mortal cousins. Living in enclaves considered crude by the standards of other races, the Drauga are nonetheless quite prosperous, and more numerous than any race save the Mareten. The Drauga still bear some resemblance to the Kohan war form they are descended from. They have become more bestial and muscular over the Ages, going to war with both Haroun and Mareten many times.

Drauga Heroes: Karg


Berzerker 30  18      Health: 260 / 12
8 Morale: 45
Damage: Normal Rate: 100%
Requires: Blacksmith, Drauga
The main troops of the Drauga, Berzerkers are as dangerous as they are courageous.
 

Beast Rider 30  10  26      Health: 280 / 11
10 Morale: 45
Damage: Normal Rate: 100%
Requires: Blacksmith, Drauga

Riding their great warbeasts, the Drauga Beastriders make powerful cavalry elements.
 


Drauga Captain 30  10  34      Health: 300 / 15
15
Damage: Normal Rate: 100%
Requires: Drauga
The Drauga Captain is the fighting Beastrider trained to lead a company into battle.
Range Resistant: Decreases damage taken from range attacks to 50% of normal.
 

Gauri

A hardy and friendly people, the Gauri are more interested in putting in a solid day’s work than going off to battle. Though if forced into battle they are quite fierce, with the endurance to fight for long periods of time. Their origins remain a mystery to the other races, with theories ranging from an ancient coupling of Drauga and Haroun clans to an attempt by Ahriman to create his own race that then rebelled against him. They are well known for their resistance to magical forces, the elements, and sorcery. 

Gauri Heroes: Dhavrum Belraag


Guari Anvil 22  14  16      Health: 220 / 10
8 Morale: 40
Damage: Normal Rate: 100%
Requires: Blacksmith, Gauri

The Gauri Anvils are the infantry teams designed to hold the enemy in check until the Hammers can sweep in and crush them.

Spell Immunity: Element is immune to the effects of enchantment spells.
Magic Resistant:
Decreases damage taken from magic attacks to 50% of normal.
 

Gauri Captain 28  14  34      Health: 300 / 15
15  
Damage: Normal Rate: 100%
Requires: Gauri

The Gauri Captain is the fighting Gauri Hammer trained to lead a company into battle.

Spell Immunity: Element is immune to the effects of enchantment spells.
Magic Resistant: Decreases damage taken from magic attacks to 50% of normal.
Range Resistant: Decreases damage taken from range attacks to 50% of normal.
 

Gauri Hammer 26  14  20      Health: 280 / 11
1 10 Morale: 40
Damage: Normal Rate: 100%
Requires: Blacksmith, Gauri

Gauri Hammers are the powerful cavalry elements that complement the Gauri Anvils.

Spell Immunity: Element is immune to the effects of enchantment spells.
Magic Resistant:
Decreases damage taken from magic attacks to 50% of normal.
 


Haroun

The Haroun are a quiet, withdrawn people that prefer the company of their own to that of outsiders. Aloof and noble, they spend much of their time discussing or creating art, and recording the events of each Age. Physically they are the slightest of all races, descended from the magic-form of the Kohan that was designed to focus mental and mystical energies. Because of this, they have exceptional vision and hearing, and prefer to fight their enemies from a safe distance with powerful bows, which are often imbued with mystical runes. They have some relationship with the Gauri, being the only race they trade and socialize with in any frequency. How this relationship developed no one knows but them and they are not very forthcoming with the answers.


Haroun Captain 34 12  10  34      Health: 300 / 15
15  
Damage: Normal / Normal Rate: 50% / 100%
Requires: Haroun

The Haroun Captain is the fighting Windrider trained to lead a company into battle.

Siege Penalty: Decreases attacks against buildings by -20.
Archer Resistant:
+10 DV bonus against archer elements.
Range Resistant: Decreases damage taken from range attacks to 50% of normal.
 

Rainbringer 36 14  18      Health: 140 / 6
7 Morale: 30
Damage: Normal / Normal Rate: 50% / 100%
Requires: Woodmill, Haroun

The Rainbringers are deadly Haroun bowmen, firing powerful bows and wearing special arrow resistant armor.

Siege Penalty: Decreases attacks against buildings by -20.
Archer Resistant:
+10 DV bonus against archer elements.
 

Windrider 32 12  32      Health: 200 / 9
1 8 Morale: 30
Damage: Normal / Normal Rate: 50% / 100%
Requires: Woodmill, Haroun

Haroun Windriders are the swiftest and most maneuverable of the cavalry elements.  They enter battle astride their agile steeds, wielding their notoriously powerful bows. 

Siege Penalty: Decreases attacks against buildings by -20.
Archer Resistant:
+10 DV bonus against archer elements.
 


Slaanri

The Slaanri are the only race that was not created by Ormazd or Ahriman during Khaldun’s formation. The Saadya Akaliyah had sensed Ahriman’s duplicity and stole away to an area of Khaldun currently unwatched by her heavenly brothers. It was there she created the first Slaanri. The Slaanri are very peaceful and tied inextricably with nature and the lifeforce of Khaldun, which they called the Aja. Their history is one of tragedy though, as the Ceyah found the Slaanri interfering with Ahriman’s plans and enslaved them, killing many of them in the process. The rest they brutalized and twisted with their dark magic, degenerating the proud Slaanri into the savage creatures known today as the Slaan. All is not lost for them. A handful of Slaanri escaped the efforts of the Ceyah and have managed to survive the Cataclysms unto this day. They are striving to gather in numbers once more, and fulfill their role in the defense of Khaldun from the Shadow.

Slaanri Heroes: Hss'Rak, Slyys'Stok, Yss'Tok


Slaanri Captain 28  10  26      Health: 300 / 15
15  
Damage: Normal Rate: 100%
Requires: Slaan

The Slaanri Captain is the fighting warrior trained to lead a company into battle.

Range Resistant: Decreases damage taken from range attacks to 50% of normal.
 

Slaanri Warrior 24  14  16      Health: 220 / 20
2 8 Mana: 50 / 2
  Morale: 40
Damage: Normal Rate: 100%
Requires: Quarry, Slaan

The warriors of the Slaanri are powerful and well disciplined.  They have the poisonous spit of their feral brothers, but fight with better crafted weapons and the skills of a trained army.

Poison Spit: Sprays a stream of sticky, poisonous spittle at the target.
AV –8 / Move .5 / Dam 10 / Dur 15 / Mana 40 / Range 6 (S)
 

Slaanri Mystic 18  14  16      Health: 200 / 20
1 1 1 18 Mana: 60 / 4
Morale: 40
Damage: Normal Rate: 100%
Requires: Quarry, Temple, Slaan

The Slaanri Mystic is a creature that lives in close harmony with nature.  They can call upon the surrounding flora and fauna to harry their enemies and protect their homes.

Entangle: A mass of vines, roots, and weeds grow around the targets, entangling them.  Targets are immobilized until the spell wears off.
Mana: 30 / Damage: 5 / Range: 8 / Area: 2 / Duration: 7 / Entangle Bonus: 1 (S)

Summon Wasps: This spell summons forth a pair of Giant Wasps that attack any enemy within reach.
Mana: 40 / Range: 10 / Duration: 60 / Unit Type: Giant Wasp / Company Size: 2 (S)
 


Indy values reflect v1.3.7AG

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