Ideass on converting some of my DE fic to none warhammer
Posted: Thu Jan 26, 2017 7:55 am
Well if the author of 50 shades can do it with crappy Twilight fan fic, why can't I with crappy Warhammer fan fic?
So takeing some notes on my Ronan stuff, and a previous story I tried to put into Black Library years ago, I have had to come up with my own stuff. I will still use warhammer as a baseis to make things more managable and to change things as needed.
Others are not so much.
I thought I get some ideas on some discerning readers to see how far I can take this and where I can go on. Note most of this will not apear in the first book, but I needed other minds to see if I am not just stroking my own ego (and to help me cover my butt incase GW gets in a rut over this).
Four main factions of elves.
High and Dark elves are a mix of Greek and Roman cultures.
High elves: They live on a small continent the size of Australia that is a peninsula in the shape of an Arrowhead. Weather is largly Mediterranean, but different areas have different weather. Its called Olympia (Oh-limp-ee-uh).
All high elf kingdoms are named after a precious gem, stone or something organic originally such as rubies or amber. While the attitudes of most elves vary from individual and kingdoms, generally stubborn and have an epic superiority complex.
In general, High elves (the Altudo) are typical haughty elves. Built like runners, more efficient metabolism that changes as their needs. They can interbreed with humans, rarer still with dwarvess (largely from the two not getting along all that well as a general rule). They are lith and fast, wuick in reflex but not as robust as other races. They can pack a punch but they are more grey hounds and cheetahs when humans and even dwarves are more jaguaires and labrado retreavers, and ogres are simply Tibetan mastiffs.
They prefer long bows, a Chinese Jian style strait sword, kite shields, scale and plate armor, and pikes. Axes are also a popular weapon. Cavalry tend to enjoy sabers and compound bows.
Most kingdoms have standard archers and spearmen. High elves put a emphases on archers, so they tend to be the most common troops, but if they have crap aim, extremely aggressive, or have spent a number of decades on the front lines they may opt for spear training where they fight in large phalanxes.
Knights are also common, as the sons and daughters of nobility have the same obligation to defend the land. Often called Peacocks for their garish decorations, they are proud warriors just the same. Many of the lesser nobles or younger children of upper nobility choose to stay on in their squadrons as this allowes greater social mobility, progression, and freedom then being stuck in their parents court.
Both comoner and parent alike tend to wear the colors and symbles of their kingdom. A mountainous kingdom would have mountains and dragons and the like on their haraldry, while a more forested kingdom have trees, dryads, and leaves on theirs.
Mages: Mages come from all parts of the land, but Ammarythth is where they all go to train. Generally elvin minds, longevity and natural magical inclinations allow for them to learn all aspects of their favorite lore, but they are also expected to have a grand working knowledge of all schools, which include but not limited to
Inferno: Fire, fire, more fire, something all Smith Preists have.
Metal: The contrle adn molding of metal, something all Smith Preists have.
Water: Controle and summoning of water and ice, something all Smith Preists have.
Nature: Plants and animals and the manipulation of such. There are several sub schools.
Healing: The restorative arts
Alchemy: Chemistry and some magical manipulation of the natural world such as turning lead into gold and iron into lead.
Necromancy: And all around working with death and the dead, and can use this to summon the dead spirits, raise a temporary army of zombies and scelectons, to scout and fight for you, learn secrets, or use your own magical might over death to drag you enemas to an early grave or steal their life force. and add it to your own to heal you and restore some life in you. As the Altudo have strict regulations on what is and not allowed, some of the more gruesome and evil aspects of this are never used, and all spirits and dead raised are willing subjects.
Mists: illusion, mind control, and teleportation. This lore can also control shadows to act as your weapons if needs be.
Other exists, but this is all I can think of at the moment as an well rounded learning. Also all tentative names.
They also enjoy lots of ballistia, giant crossbows that are the bases for the bolt throwers.
There are three main types used by the high elves. Regardless they are all best used in groups to bombard the enemy, and either against cities or large tightly packed enemies to ensure kills or at least maximum damage.
The smallest and most accurate is the Falcon. Usually has a team of three to spot, load, with the third to aim and shoot. They shoot foot long darts, and the part the darts shoot out of are shaped like an open mouthed bird of prey. They can snipe an enemy at hundred paces, and a well oiled team can get up to five darts out in a minute. However they are best for rank and file troops, particularly lightly armored, and can be expected to take out one to three warriors in a single strike. They tend also be taken one every hundred soldiers on most campaigns, and are usually put in groups to focus their damage.
Much larger are the Bear Claw, which can either shoot a single 4 foot long bolts or a 50 pound shaped balls. They have teams of six to load and move it, with the most experienced member or at least the one with the best pair of eyes working as spotter and issuing commands. One in two hundred troops will take this, although even without that number a half dozen to a dozen teams have been known to take to the battle field. While the Falcon may be able to take out the odd knight, this can and will splatter a heavily armored warrior.
The most recent and least accurate of the models is the Stag Horn. Using a moderately rhythm, they one can get a series of ten bolts into the enemy ranks. They have a top loading magazine, and clips that slide bolts into it. Its not as commonly used as they are still working out the kinks, and only the most dexterous and timely of teams use them, but up to a dozen teams of a six have been seen.. The repeating shoots does hamper in the power and accuracy slightly when compared to other kill, but against the enemy, they can be effective against large hordes or masses of the rank and file. Elk antlers are placed on the front and used as a way to help target enemies.
Mounts of choice:
Typicly warhorses. While every kingdom has their preferences, elven horses have speed and power. Basically a combination of the mustang and Arabian.
Griffons are popular as well with lords. Proud and noble beasts, it can be said they are often smarter then their riders. With the body of a large horse, the head and wings of a proud eagle, and the dietary needs and habits of both, they are not easily tamed. However if one finds a worthy rider it is said they are of one soul, and there are plenty of tails of heroic elves, humans, and the odd dwarf that will be inconsolable if their mount is killed in battle, and the beast having an uncontrollable rage against all perceived slayers and threats against its fallen rider.
Dragons are even rarer. Most commonly, its the Flame Heart or Red Dragons or the Flighty and spastic Storm or purple dragons who often follow the warriors of Igknight out of curiosity. Most riders are from this kingdom, and many a proud knight and prince has ended up as canned food for these mighty and hyper intelligent reptiles. However some take a liking to a handful of elves. Their choices of riders varies and is never consistent.
A courageous and ferocious dragon may take a cowardly elf to lead it to battle. A humble dragon might take a meek child to ride it. Another will act like a lamb or kitten with one maiden while simultaneously picking its teach clean of another. Everyone with an ounce of brain knows this relationship is in the giant reptile's favor, with their curiosity and a desire to see interesting sights, meet interesting people, then set them on fire and enjoy some exotic fine dining.
However they know the limits their rider will put up and dare not skirt it for fear of loosing this rare oportunity. They often become so attached to their elf partner should one die, the other goes into a murderous rage. It is said the Hero of all elves, the Winged Goddess of Victory Victa assended to godhood in such a moment durring the First Demon wars.
More arms and units from specific kingdomes.
Peral: A nation that is very at home on the ocian. In its glory days most of the population lived on cities that floated on the waves like islands called Lili Pad Cities. Sadly after many wars against the Elderitch Gods, their Demonic Minions and their half human spawn, and against the Dark elves all but four have sunk to the bottom of the ocean. Of those that remain, only two remain in elf hands. Still coming up with names, but I might try Hindu River gods and Goddess to for three of the names. One is under dark elf hands and is a heaven for pirates, pirates, mercenaries, and slavers. One has been overrun by aquatic race of Goblins called Kappa. The remaining two now serve as the decadent capital city of the ruling families, while the other is more stern and stoic in nature; serving as a place of judgment of criminals and the training of troops.
Now what was origionaly a home of the backwater hillbillies is where the main population live.
The story I am focusing on takes place here.
Most hoses here are bred to like water, and it is a common tactic for shock and aw for them to leap down the ship ramps and run down enemies.
1. Water Pony Knight: A breed of aquatic horse like stallions. Monstrous cavalry that share a psychic bond with their rider, and can even allow their riders to breath underwater so long as they are riding them. They can be on land for a long time but need to be kept moist periodically, and while capable of breathing in fresh water they prefer salt water. They are very picky of their riders so it is a rarity to have them. Most cities probably don't have more then a dozzen, maybe a dozen and a half at most if they have them at all.
2. Sea Trolls: Working idea, probably not for a few books as a unit persay. Small in number, though as large as any troll. They are river and swamp trolls but slightly smarter (slightly mind you) and work with elves simply because they tend to atteract alot of enemies and that means alot of food coming their way.
3. Rouges: These come in two camps.
the first are the duelists who tend to be armed with rapiers, daggers, throwing knives, and armored in leather armor and steel bucklers, if they are not fighting dagger and rapier. They often on the other side of the law, but those that are reformed tend to use their street fighting prowess to good use of their city and kingdom.
Another are renegade Assassins of the Shade. While they still worship Shade, the god of stealth, assassins, and underground enterprises, they are either chafing under its rules and/or see it as corrupt. If they escape they might live with the wild elves the dark elves hire, ply their trade in in the human kingdoms, or find a patron among the high elves. As they are appropriately distrusted, they find a noted elf that has waged a long and bloody war against the dark elves as proof of their claims. Regardless deserters are hunted down and are given nothing close to mercy, and only the best and the wisest can hold this at bay.
Emeraldis: A heavily forested nation and one that shares a great many traits with the wood elves. All elves trace their ancestors to here. As such many of the more primal traditions still hold true. THe ruler is the Jade Queen, who acts more as a religious figure and a beacon of peace then a true monarch.
Because the strong connection to their fey ansestors, the fey are found a plenty here with pixises and dryads wondrring freely in the groves and settlements constantly.
Horses tend to be leaner and more manuverable for the forest, and their riders more accustom to the bow and spear then heavy armor and lance.
Unique Units
Maiden Guard: A thousand strong, they chosen from among the girls of this land, though those of other lands may join, and act as the will of the Huntress Goddess: Ute. They are protector of the forest, and keep monsters and poachers bay, while maintianting ballence in nature. THey are also the main body guard of the Jade Queen and are well disaplined in formation and loose hit and run attacks with bow, spear, and twin daggers.
They spend at least 5 years training for war, another 5 in the arts of sowing, painting, dance, music, speaking, poetry, wood carving and so on. The minimum service is a century.
Because of their purity, for they must meet a strict criteria and must never have known man biblicly, combined with their proficiency for war they are highly sought after. However no amount of courting will do as the Jade Queen and her circle of Druids choose a husband that is befitting of them. This often ranges from a poor farmer to the greatest of kings. At least one occation the choice in mate was a dwarven warrior and diplamate, and it is said the rare magical gift in some dwarves comes from this odd but happy pairing (she was a brash fire brand, he spoke his mind alot).
However if they have no desires for male company or if they are called for something higher they may/will continue to serve another century or more.
Druids: Spellcasters and warriors well attuned to ature. They are living record keepers, with each one lost in battle taking with them the knowledge of a hundred libraries. Yet they fear not battle, and with their animal companions they increase the furry and survivability of their flock of elves.
Fey: Many a spirit takes a liking here, most of them nature oriented.
One of the most common are the eternally youthful looking dryads. They often choose mates among male elves, occationaly the rare intriging human, but rarly is this anything more then a fling nd usualy for fun, to lure a dangerous tresspasser to their doom, or they want to bear a child with their like spirit. It is not unheard of them to choose affectionate life partners of either gender, but perminent relationships beyond techers, students, or friends are rare, and rarer still in this regard with females.
All their children tend to be female. Normaly they appear as youthful maidens, full of life. In rage or in war they grow bark like skin and their hands become claws.
On rare occation a male is born. The eternally grumpy old man, he is a keeper of knowledge. A sexual, they only get that drive near the end of their life when they spread it to as many dryads, and the rare intriguing elvin lass (all willing) they can.
Stranger still are the Rose Knights. Said to be spirits that refused to give up defending their friends, they someone were warped by the residue of excess magic and became to foot tall knights. Their appearance is said to have inspired the first elvin knights in how to forge their armor.
The largest and strongest are the ents: Ancient beings that are mobile trees in the shape of men and women. They are wise, and treat elves like grandchildren. They can sometimes be fond tending young saplings which end up being their children. As the saplings grow they tend the forest as a shepherd tends sheep and goats.
Normally slow, methodical pacifists they can move with alarming speed and furry to defend their forest home or their squishy elvin friends.
Wild Hunters: Usualy there to hunt monsters and threats, they know every inch of their territory. They tend to be clannish and keep to them selves. Basicly they are hillbilly hicks, complete with moonshine.
Eagle Knights: Few elves can ride the mighty giant eagles that have been the ancient allies of the elves, and fewer still outside this kingdom. Prefering the bow and light armor, they are well versed t flying over enemies and dropping rocks, logs, and drippings on the enemy, while doing hit and run tactics with bows or swoops against cavalry and war machines.
Garneta: A land of volcano and forges, they make the magority of armor and armor for the elvin armies. Because of this long tradition of smithing they have a friendly rivalry with dwarves who they still see as kin. The lands are often techerous and the warsteeds have to often be more like mountain goats then typical horses. Nobility is rare here, so knights are. Most tend to be farmers utalizing the volcanic soil while another sizale population are the jolly smith preists.
Unique Units:
Smith Presits: They are heavy armor, warhammer weildign wizzards that specialize in all things hot, metalic, or the ability to quench such fies. They take pride in their work, with their caloses and burns as marks of pride. THey are also eternaly optamistic and jolly as a rule of thumb.
Pheonixes: These large birds love fire as much as the smith priests and the two have a symbiotic relation. Not really tame, but its rare for a smith in these lands not to provide nesting materia and a home for these magnificent birds who in turn mae a roos and help stoke the fire.
Most of the time they are there for shock and aw, slying over head and dromming waves of fire behind them. Other times they will allow one of these presists to ride them, and use their flames to heal the rider while they burn the enemy.
Magma Hounds: Reptiles the size and temperament of bull dogs (both modern breed of goofballs and their bull fighting ancestors in one package). Can make a slamming shooting attack that is short range and hits like a crossbow. Often led in hunting packs by a comoner, they usualy are theere to deal with pests ( and begin this is elf country this could mean typical vermin or Rodents of Unusual Size). In times of war they are a welcolm sight, but they they have a notoriously bad case of motion sickness to traveling on wooden ship or carriage must be done carfully.
Diamanda: A land of vast plains, dry Savannah, and the birth place of many a great heroes.
Instead of knight, chariots are the choice of transportation. Light chariots are meant for speed, have a team of two smaller horses pull a team of two to three elves who fight with spear and bow. These are done in teams of three to six.
Heavy chariots are pulled by larger stallions, with scythed wheels, heavy spears and bows and teams of three elves to fight.
Amongs the plains people are the Attil horse lords. It is said they are born in the saddle, that they learn to ride before they can walk, and how to use a bow before they can make comlete sentesnes. Their steeds are the fastest horses in the world, and are never tame. Instead they form a bond with the elf and the two become one. As both horse and rider have a wild spirit, known to ride for days on end without rest simply for the sheer joy of it, its a good thing. Always looking for a challenge, these once vicious raiders are now a common sight in every elf arm as scouts, messengers, and as a way to harass the enemy.
They have no strict leadership: THeir leaders simply the greatest shot in the group and their standard bearers the ones with the most kills.
Other proud warrior peoples are of the Herculeen Plains. Elves and woodsmen and hunters, they prefer axes and heavy armor. They always carry a pair of throwing axes and a single great ax. Supurb monster hunters, their favorite prey are the Pewter Lions. Their habit of donning the skinned hides of their monstrous kills, namly these lions, give them the time of Lion Hunters.
As the current Sapphire King of the elves hails from these people, they make up the bulk of new recruits to his kings guards.
Some go to battle not in formation with their brothers and sisters, but with prides of lions they befriends as not all are maneaters to be exterminated, but a welcome barrier protecting villages from other predators. While they know the elf is an elf, they follow his or her lead, though sometimes challenges are made, the elf's will wins out.
Others use the fact these are dire lions, and they are big and their hides are all but impenetrable and take them as mount to war. Yes, they are that big. No they are not common (they do not always like this, and the first elf to try was indeed drunk).
Diamanda elves are noted for being rather large and burly. Even their women are hulking compared to the normal lot.
Amethyth: Land of mages and scholars, and as such sees a frequent influx of elves from every kingdom. Due to the knowledge and magic that permeate this land, they even the most air headed bar maid can match wits with a chess master. Those without magical talent tend to have a bit of a complex and are mercilessly picked on by their more magical potent brethren.
As mages come from all over, the mounts tend to be all over the place, though they have their own unique mount. A happy accident between horse, mage, a bottle of ale, and and some eagle feathers, the hypogriff was born. One of the fastest creatures on earth, it shares both dietary and personality needs of both eagle and horse. They are very loyal to their mage rider, and the occasional knight.
Typical kingdom units:
Mage Acolytes: Most young mages do not go to war until they have graduated, but many often intern in military officers in national guards to help further their skills.
Sword Saints: What they lack in magical prowess they make up for in skill of arm and knowledge. Some of the wisest elves around, they are also deftly skilled, often using two handed hacking blades or two handed jian style strait swords. Their reflexes are so good they have been known to catch arrows out of the sky. They are often employed as a police force and a body guard for the mages, and are tasked with uprooting evil in all elvin lands.
They are often seen in the Bronze Tower (school of magic), Gold Tower (King's plaice) or the SIlver Tower (police headquarters).
Mage Princes: The most powerful spellcasters, even surpassing arch mages, they are the true rulers of Amethyth. Should the ruling king or queen be killed or feel the need to step down a new one is chosen from the most powerful. If they are deemed unworthy, the next power level down. If two or more are equally favored they duel it out with their full magical might. As expected this is far from perfect and a wise politician can manipulate the steer in their favor.
Spell Knights: Mounted and on foot, these are sword saints that have developed some spell casting ability. Rare, they are also not without side effect as many have horrific paralyzing migraines that come with random visions of the future, and others may have strange growths that need to be trimmed off repeatedly to keep in check.
Ingknight: A mountainous land that is prideful in the extreme.
Their most legendary band of knights, the Dragon Flames, must have ten generations back of noble blood and are fierce in battle. However they are increadible prideful, and if it were not for their love of their land and the common people of the land they would not be tolerated, Their money is where their mouth is at so other kingdoms tolerate them to some degree.
Fire Drake riders: Large tun and half reptiles that live peacefully on the plains, and often eager to fight potential threats. Many a knight has become a fine dinner for these omnivores. however the rare elf that can ride them gets a loyal and ever eager to please war mount. It doesn't matter if they are plowing a field for potatoes or steam rolling enemy ranks, they never wish to disappoint their owners.
The rarity of these mounts are so great that if a commoner is capable of riding one, he is automatically given the title of noble for only a noble soul can hope to achieve their feat, and are given the proper education and training for their station, even if they continue to do farm work.
Dragons: Most of the time they just follow the main armies as they march off to war as this piques their curiosity. They have a friendly rivalry with elves, and see Altudo as part of their territory and if they fighting something it means an enemy has has entered their territory. If anything else, following the elves as they march to battle is a quick vacation and loot and food grab before sleeping it off in their lairs.
Beryll: Known for their mines and their pegasie, this mountainous kingdom tends to be live a rather uneventful lives in their own bubble.
Horses tend to be largely used for said mines or the farms, and most nobles steeds come from work stock.
Nobles are rare, and they often train to build muscle by working in the minds.
Troops:
Miners: Not troops per say, but their tunneling skills are often used to undermine enemy fortifications.
Scorpi: One of the many experiments of the Twisted Dark Elves, these half elf and half scorpion creatures have a noble heart and chafe under Dark Elf officers they have little love and less respect for. So most ran to the hills or deserted for the high elves.
They have the body of a large scorpion, with an elf torso where the head should be. The elf part tend to be pleasant in outline, but are covered in scales. They prefer to go topless but have taken to wearing cloths to not unnerve the elves. Hard working, and never mean spirited they have taken a liking to the area's weather, and often work pulling mine carts.
They are still potent warriors with a pair of large scorpion claws instead of elvin arms, and well versed in spear and javelin, as well as a powerful stinging tail. They require to eat meat and blood, and often go hunting so as not to be a hindrance on their elvin allies.
Pegasie: Another rare sight outside the kingdom, but common enough in it. These nobles steeds are picky about who rides them. A commoner often acts as a Currier and scout, while a noble born takes their armor and lance and rides to battle. If they go to battle, expect a squadron of ten to twenty at least to follow.
Ambera: A thickly wooded area that is thick with monsters. The local people have taken to monster hunting as a way to deal with boredom, poverty, and the threat of large monsters. The kingdom was once a kingdom of demons, and their warped magic still lingers in the land, thus spawning a great deal of monstrosities over the milenida.
Knights are rare but they are absolutely fearless as they earn their place and their own lands by felling such beasts.
Main troops in this lands are one of three types of monster hunters: Lightly armored crossbow armed rangers; heavily armored maul wielding Armored Brutes; or the fast sword and shield and moderately armored Shield Lords and Shield Maidens. Sword and shield types distract, Crossbows hit the weak spot, and brutes lay down the damage.
Others train them for battle, with a number of beasts entering menageries. These monster Trainers often go to battle with all manner of beast and monster, ranging from wolves and bears to chimera and cockatrice. Swamp hydras, with their poisonous spray and healing abilities are a hyper rare but welcome sight.
Giant scorpions and spiders have been known to follow them.
Others train the sorapod behemoths: elephant sized herbivores with long necks and tails often used in construction, road work, and even farming. They can live for centuries, and they and the elves riding upon the howdahs on their backs tend to have a close bond because of this. Normally placid creatures, they are not avers to a good tail swipe or stomping potential predators to paste.
Giant eagles, though not ridden, are seen as symbols of fortune and luck in this land, and well venerated. In turn, the eagles see the elves as kin and are quick to their defenses.
Citris: The breadbasket of the elves, they are often a target of raiders for this. Because of this they have a higher number of coast guard.
Knights tend to also be farmers, so their war horses are often work horses.
Units unique to this land:
Bramble shamans: Specialists in manipulation of plant life. Normally this is ensuring the land is well and good, and the elves never starve. Most of the time they even have feasts. In times of war they use their skills to entangle enemies in weeds, turn tall grass into blades as sharp as swords, or command trees to club evil doers to death.
Ents: There are a number of ents here, and often watch over the orchards they have a curiosity about, as well as the land. It isn't unheard of for elvin or even human children to play happily in their branches.
Arachnatars: What the Arachne that have deserted the dark elves. Created as frorm of cruel punishment by the Spider Queen, the elf that started the original civil war and currently leads the dark elves after millennia, they have a vague remembrance of their past lives. Like all dark elves they have a cruelty streak. However after many generations of being abused by their dark elf masters, a number have jumped ship and gone here where their skill in textile work, especially silks come in handy. And since they have the abdominal of a giant spider, they produce yards upon yards of spider silk (which is stronger than steel). Seeking the guidance of Spindle, a goddess also built like them, they seek ways to adapt to their new allies.
They still need to feed upon flesh and blood, generally animals or condemned criminals. Because of this they often go to war whenever possible, every two or three days.
Typically that have the lower body of an horse size spider. Females are quite striking, with the sleek of abdomens of a black widow, and the sensuous curves of a voluptuous obsidian skinned elvin woman with multiple sets of red eyes, and a sensuous voice. Males are not as good looking, with lower body of a tarantula, and the upper body of a large bodied humanoid who's face is a twisted amalgamation of spider and elf. They have a wonderful singing voice though.
They tend to wear light to heavy armor to protect their torso as the carpas is light enough to carry them far, they are strong enough to carry heavy loads, and it is resilient enough to resist most spear or sword strikes. They prefer long bows, spears, round shields, saber and mace.
Their saliva has a slight numbing effect, but they also have full control of their venom glands. A drop can make a child pass out and a adult deathly sick. A shot glass will bring an adult to the edge of life and death, and a wine glass will kill. They can apply both to their weapons to ensure they kill their prey.
They can breed sucessflly with each other, or with other elves. Drider on drider action 95& chance of live berth. The other 10 percent is an even split between an healthy normal elf who will have no arachnid traits (other then a craving for red meat and the love of climbing) or still born.
Drider male on elf female 50/50 drider or elf. Live birth. Female drider on male elf, 60/40 chance of drider or elf.
Rubala
This is a land of warriors and sorcerers that fought bravely for Victa and her sister Nemesa. They are particularly warlike and blood thirsty people, so when the Spider Queen (still haven't thought of a name for her yet, might go with Alexander the great's mother but tentative speaking here) they were easily swayed to darker paths. However some remained loyal and helped drive them off.
Their decedents have since tried to rebuild both their reputation and a land ruined by constant warfare.
Knights tend to be dire and bloodthirsty, and that is how they like it.
Common troops:
Ghost Warriors: They hide in the woods and kill like hellish phantoms. They are descended from the earliest guerrilla fighters that fought against the dark elves, and after centuries of constant warfare no other way of life. Cold, aloof, they are not a welcome sight in most settlements but most have a few int heir armies as they are still good scouts, ambushers, saboteurs, and trap makers. The have the same penchant for cruelty as their most hated dark elf kin.
Shade Knights: the most dire of knights, they act as inquisitors hunting down potential threats. They are masters of the charge, and well versed in psychological warfare. They always get their answers without inflicting psychological or physical harm. While an intimidating sight, they often lean on the side of the accused in many cases as they know the difference between a true traitor and an abused innocent suffering at the hands of an overzealous person of power. They love warhamers with a scythed rear blade and treat Thanatos, the elvin grim reaper, as their model.
Arachnatours: Unlike those of Citra, these ones relish the bloodshed they can inflict and are in a land that will allow them to do so without abusing them.
Furies: The spider queen wanted a race of loyal, powerful warrior women, so she had male offspring of captured amazons greed with common harpies. Enhanced with spell, the Furies were born.
Like Harpies, they are almost all female, with the rare males being androgynous enough that its hard to tell. With Leathery wings sprouting from their backs and raven feathers covering their forearms, they are powerful warrior women. Smarter, more graceful, articulate, with a cruel beauty that matches their strategic minds. They were the perfect warriors. Unfortunately are are very mercurial, and many have joined the Rubians as they treat them better and the men are sexier.
They prefer leather armor that has been enchanted to be feather light and as protective as a breastplate, and go to battle armed with a flanged mace. If they find prey they particularly like they may carry him off to toy with him a bit before finishing him off, but they tend to be good on the job knock such prey out and mark them so they can find them after the battle is over.
Sapphirara
Not so much a kingdom as it is a large caste for the Sapphire King to rule all of elves, a town to house his castle staff and soldiers, another town like barracks to house the royal guard not on duty, and a few vast farms to feed all of them. The entire kingdom is there so he can rule in peace, and is far in heavily forested areas patrolled by predatory beasts and monsters, as well as some of the best trackers the 10 kingdoms have to offer.
Kings are elected to a lifelong position, though most don't make even a typical human's lifespan in worse conditions in office. They are expected to lead the grand armies, and a few excursions every few years. While the Jade Queen is one that professes peace, he is one that professes war and the two hearts of the high elves are often at odds. The few times both parties have been on pleasant terms can be counted on one hand, and one finger when one pair was wed (a three hundred long years of peace and prosperity between an invasion of dark elves and an invasion of goblins). Popular vote wins every time.
Royal Guard: Infantry and palace and royal guard. They are typically armed with halberds, but some may have land specific arms such as the current Lion Hunters Great Axes from the king's homeland. They stay in for life or retirement, and while in the king's service are there to protect him and his interests with their lives. By tradition all new recruits come from the birth kingdom the king belongs to. Despite the differences in attitudes and loyalties, they learn to work as a unified force as if the king falls anarchy rules.
Royal Chargers: The best knights in all the land. They make up an elite shock troops for when he goes to war, and his own guard if he is a horse born warlord. Unless they are going to be his main form of protection on the battlefield, new recruits are simply scouted from the best of the best of the knights.
I'll go into gods next post.
So takeing some notes on my Ronan stuff, and a previous story I tried to put into Black Library years ago, I have had to come up with my own stuff. I will still use warhammer as a baseis to make things more managable and to change things as needed.
Others are not so much.
I thought I get some ideas on some discerning readers to see how far I can take this and where I can go on. Note most of this will not apear in the first book, but I needed other minds to see if I am not just stroking my own ego (and to help me cover my butt incase GW gets in a rut over this).
Four main factions of elves.
High and Dark elves are a mix of Greek and Roman cultures.
High elves: They live on a small continent the size of Australia that is a peninsula in the shape of an Arrowhead. Weather is largly Mediterranean, but different areas have different weather. Its called Olympia (Oh-limp-ee-uh).
All high elf kingdoms are named after a precious gem, stone or something organic originally such as rubies or amber. While the attitudes of most elves vary from individual and kingdoms, generally stubborn and have an epic superiority complex.
In general, High elves (the Altudo) are typical haughty elves. Built like runners, more efficient metabolism that changes as their needs. They can interbreed with humans, rarer still with dwarvess (largely from the two not getting along all that well as a general rule). They are lith and fast, wuick in reflex but not as robust as other races. They can pack a punch but they are more grey hounds and cheetahs when humans and even dwarves are more jaguaires and labrado retreavers, and ogres are simply Tibetan mastiffs.
They prefer long bows, a Chinese Jian style strait sword, kite shields, scale and plate armor, and pikes. Axes are also a popular weapon. Cavalry tend to enjoy sabers and compound bows.
Most kingdoms have standard archers and spearmen. High elves put a emphases on archers, so they tend to be the most common troops, but if they have crap aim, extremely aggressive, or have spent a number of decades on the front lines they may opt for spear training where they fight in large phalanxes.
Knights are also common, as the sons and daughters of nobility have the same obligation to defend the land. Often called Peacocks for their garish decorations, they are proud warriors just the same. Many of the lesser nobles or younger children of upper nobility choose to stay on in their squadrons as this allowes greater social mobility, progression, and freedom then being stuck in their parents court.
Both comoner and parent alike tend to wear the colors and symbles of their kingdom. A mountainous kingdom would have mountains and dragons and the like on their haraldry, while a more forested kingdom have trees, dryads, and leaves on theirs.
Mages: Mages come from all parts of the land, but Ammarythth is where they all go to train. Generally elvin minds, longevity and natural magical inclinations allow for them to learn all aspects of their favorite lore, but they are also expected to have a grand working knowledge of all schools, which include but not limited to
Inferno: Fire, fire, more fire, something all Smith Preists have.
Metal: The contrle adn molding of metal, something all Smith Preists have.
Water: Controle and summoning of water and ice, something all Smith Preists have.
Nature: Plants and animals and the manipulation of such. There are several sub schools.
Healing: The restorative arts
Alchemy: Chemistry and some magical manipulation of the natural world such as turning lead into gold and iron into lead.
Necromancy: And all around working with death and the dead, and can use this to summon the dead spirits, raise a temporary army of zombies and scelectons, to scout and fight for you, learn secrets, or use your own magical might over death to drag you enemas to an early grave or steal their life force. and add it to your own to heal you and restore some life in you. As the Altudo have strict regulations on what is and not allowed, some of the more gruesome and evil aspects of this are never used, and all spirits and dead raised are willing subjects.
Mists: illusion, mind control, and teleportation. This lore can also control shadows to act as your weapons if needs be.
Other exists, but this is all I can think of at the moment as an well rounded learning. Also all tentative names.
They also enjoy lots of ballistia, giant crossbows that are the bases for the bolt throwers.
There are three main types used by the high elves. Regardless they are all best used in groups to bombard the enemy, and either against cities or large tightly packed enemies to ensure kills or at least maximum damage.
The smallest and most accurate is the Falcon. Usually has a team of three to spot, load, with the third to aim and shoot. They shoot foot long darts, and the part the darts shoot out of are shaped like an open mouthed bird of prey. They can snipe an enemy at hundred paces, and a well oiled team can get up to five darts out in a minute. However they are best for rank and file troops, particularly lightly armored, and can be expected to take out one to three warriors in a single strike. They tend also be taken one every hundred soldiers on most campaigns, and are usually put in groups to focus their damage.
Much larger are the Bear Claw, which can either shoot a single 4 foot long bolts or a 50 pound shaped balls. They have teams of six to load and move it, with the most experienced member or at least the one with the best pair of eyes working as spotter and issuing commands. One in two hundred troops will take this, although even without that number a half dozen to a dozen teams have been known to take to the battle field. While the Falcon may be able to take out the odd knight, this can and will splatter a heavily armored warrior.
The most recent and least accurate of the models is the Stag Horn. Using a moderately rhythm, they one can get a series of ten bolts into the enemy ranks. They have a top loading magazine, and clips that slide bolts into it. Its not as commonly used as they are still working out the kinks, and only the most dexterous and timely of teams use them, but up to a dozen teams of a six have been seen.. The repeating shoots does hamper in the power and accuracy slightly when compared to other kill, but against the enemy, they can be effective against large hordes or masses of the rank and file. Elk antlers are placed on the front and used as a way to help target enemies.
Mounts of choice:
Typicly warhorses. While every kingdom has their preferences, elven horses have speed and power. Basically a combination of the mustang and Arabian.
Griffons are popular as well with lords. Proud and noble beasts, it can be said they are often smarter then their riders. With the body of a large horse, the head and wings of a proud eagle, and the dietary needs and habits of both, they are not easily tamed. However if one finds a worthy rider it is said they are of one soul, and there are plenty of tails of heroic elves, humans, and the odd dwarf that will be inconsolable if their mount is killed in battle, and the beast having an uncontrollable rage against all perceived slayers and threats against its fallen rider.
Dragons are even rarer. Most commonly, its the Flame Heart or Red Dragons or the Flighty and spastic Storm or purple dragons who often follow the warriors of Igknight out of curiosity. Most riders are from this kingdom, and many a proud knight and prince has ended up as canned food for these mighty and hyper intelligent reptiles. However some take a liking to a handful of elves. Their choices of riders varies and is never consistent.
A courageous and ferocious dragon may take a cowardly elf to lead it to battle. A humble dragon might take a meek child to ride it. Another will act like a lamb or kitten with one maiden while simultaneously picking its teach clean of another. Everyone with an ounce of brain knows this relationship is in the giant reptile's favor, with their curiosity and a desire to see interesting sights, meet interesting people, then set them on fire and enjoy some exotic fine dining.
However they know the limits their rider will put up and dare not skirt it for fear of loosing this rare oportunity. They often become so attached to their elf partner should one die, the other goes into a murderous rage. It is said the Hero of all elves, the Winged Goddess of Victory Victa assended to godhood in such a moment durring the First Demon wars.
More arms and units from specific kingdomes.
Peral: A nation that is very at home on the ocian. In its glory days most of the population lived on cities that floated on the waves like islands called Lili Pad Cities. Sadly after many wars against the Elderitch Gods, their Demonic Minions and their half human spawn, and against the Dark elves all but four have sunk to the bottom of the ocean. Of those that remain, only two remain in elf hands. Still coming up with names, but I might try Hindu River gods and Goddess to for three of the names. One is under dark elf hands and is a heaven for pirates, pirates, mercenaries, and slavers. One has been overrun by aquatic race of Goblins called Kappa. The remaining two now serve as the decadent capital city of the ruling families, while the other is more stern and stoic in nature; serving as a place of judgment of criminals and the training of troops.
Now what was origionaly a home of the backwater hillbillies is where the main population live.
The story I am focusing on takes place here.
Most hoses here are bred to like water, and it is a common tactic for shock and aw for them to leap down the ship ramps and run down enemies.
1. Water Pony Knight: A breed of aquatic horse like stallions. Monstrous cavalry that share a psychic bond with their rider, and can even allow their riders to breath underwater so long as they are riding them. They can be on land for a long time but need to be kept moist periodically, and while capable of breathing in fresh water they prefer salt water. They are very picky of their riders so it is a rarity to have them. Most cities probably don't have more then a dozzen, maybe a dozen and a half at most if they have them at all.
2. Sea Trolls: Working idea, probably not for a few books as a unit persay. Small in number, though as large as any troll. They are river and swamp trolls but slightly smarter (slightly mind you) and work with elves simply because they tend to atteract alot of enemies and that means alot of food coming their way.
3. Rouges: These come in two camps.
the first are the duelists who tend to be armed with rapiers, daggers, throwing knives, and armored in leather armor and steel bucklers, if they are not fighting dagger and rapier. They often on the other side of the law, but those that are reformed tend to use their street fighting prowess to good use of their city and kingdom.
Another are renegade Assassins of the Shade. While they still worship Shade, the god of stealth, assassins, and underground enterprises, they are either chafing under its rules and/or see it as corrupt. If they escape they might live with the wild elves the dark elves hire, ply their trade in in the human kingdoms, or find a patron among the high elves. As they are appropriately distrusted, they find a noted elf that has waged a long and bloody war against the dark elves as proof of their claims. Regardless deserters are hunted down and are given nothing close to mercy, and only the best and the wisest can hold this at bay.
Emeraldis: A heavily forested nation and one that shares a great many traits with the wood elves. All elves trace their ancestors to here. As such many of the more primal traditions still hold true. THe ruler is the Jade Queen, who acts more as a religious figure and a beacon of peace then a true monarch.
Because the strong connection to their fey ansestors, the fey are found a plenty here with pixises and dryads wondrring freely in the groves and settlements constantly.
Horses tend to be leaner and more manuverable for the forest, and their riders more accustom to the bow and spear then heavy armor and lance.
Unique Units
Maiden Guard: A thousand strong, they chosen from among the girls of this land, though those of other lands may join, and act as the will of the Huntress Goddess: Ute. They are protector of the forest, and keep monsters and poachers bay, while maintianting ballence in nature. THey are also the main body guard of the Jade Queen and are well disaplined in formation and loose hit and run attacks with bow, spear, and twin daggers.
They spend at least 5 years training for war, another 5 in the arts of sowing, painting, dance, music, speaking, poetry, wood carving and so on. The minimum service is a century.
Because of their purity, for they must meet a strict criteria and must never have known man biblicly, combined with their proficiency for war they are highly sought after. However no amount of courting will do as the Jade Queen and her circle of Druids choose a husband that is befitting of them. This often ranges from a poor farmer to the greatest of kings. At least one occation the choice in mate was a dwarven warrior and diplamate, and it is said the rare magical gift in some dwarves comes from this odd but happy pairing (she was a brash fire brand, he spoke his mind alot).
However if they have no desires for male company or if they are called for something higher they may/will continue to serve another century or more.
Druids: Spellcasters and warriors well attuned to ature. They are living record keepers, with each one lost in battle taking with them the knowledge of a hundred libraries. Yet they fear not battle, and with their animal companions they increase the furry and survivability of their flock of elves.
Fey: Many a spirit takes a liking here, most of them nature oriented.
One of the most common are the eternally youthful looking dryads. They often choose mates among male elves, occationaly the rare intriging human, but rarly is this anything more then a fling nd usualy for fun, to lure a dangerous tresspasser to their doom, or they want to bear a child with their like spirit. It is not unheard of them to choose affectionate life partners of either gender, but perminent relationships beyond techers, students, or friends are rare, and rarer still in this regard with females.
All their children tend to be female. Normaly they appear as youthful maidens, full of life. In rage or in war they grow bark like skin and their hands become claws.
On rare occation a male is born. The eternally grumpy old man, he is a keeper of knowledge. A sexual, they only get that drive near the end of their life when they spread it to as many dryads, and the rare intriguing elvin lass (all willing) they can.
Stranger still are the Rose Knights. Said to be spirits that refused to give up defending their friends, they someone were warped by the residue of excess magic and became to foot tall knights. Their appearance is said to have inspired the first elvin knights in how to forge their armor.
The largest and strongest are the ents: Ancient beings that are mobile trees in the shape of men and women. They are wise, and treat elves like grandchildren. They can sometimes be fond tending young saplings which end up being their children. As the saplings grow they tend the forest as a shepherd tends sheep and goats.
Normally slow, methodical pacifists they can move with alarming speed and furry to defend their forest home or their squishy elvin friends.
Wild Hunters: Usualy there to hunt monsters and threats, they know every inch of their territory. They tend to be clannish and keep to them selves. Basicly they are hillbilly hicks, complete with moonshine.
Eagle Knights: Few elves can ride the mighty giant eagles that have been the ancient allies of the elves, and fewer still outside this kingdom. Prefering the bow and light armor, they are well versed t flying over enemies and dropping rocks, logs, and drippings on the enemy, while doing hit and run tactics with bows or swoops against cavalry and war machines.
Garneta: A land of volcano and forges, they make the magority of armor and armor for the elvin armies. Because of this long tradition of smithing they have a friendly rivalry with dwarves who they still see as kin. The lands are often techerous and the warsteeds have to often be more like mountain goats then typical horses. Nobility is rare here, so knights are. Most tend to be farmers utalizing the volcanic soil while another sizale population are the jolly smith preists.
Unique Units:
Smith Presits: They are heavy armor, warhammer weildign wizzards that specialize in all things hot, metalic, or the ability to quench such fies. They take pride in their work, with their caloses and burns as marks of pride. THey are also eternaly optamistic and jolly as a rule of thumb.
Pheonixes: These large birds love fire as much as the smith priests and the two have a symbiotic relation. Not really tame, but its rare for a smith in these lands not to provide nesting materia and a home for these magnificent birds who in turn mae a roos and help stoke the fire.
Most of the time they are there for shock and aw, slying over head and dromming waves of fire behind them. Other times they will allow one of these presists to ride them, and use their flames to heal the rider while they burn the enemy.
Magma Hounds: Reptiles the size and temperament of bull dogs (both modern breed of goofballs and their bull fighting ancestors in one package). Can make a slamming shooting attack that is short range and hits like a crossbow. Often led in hunting packs by a comoner, they usualy are theere to deal with pests ( and begin this is elf country this could mean typical vermin or Rodents of Unusual Size). In times of war they are a welcolm sight, but they they have a notoriously bad case of motion sickness to traveling on wooden ship or carriage must be done carfully.
Diamanda: A land of vast plains, dry Savannah, and the birth place of many a great heroes.
Instead of knight, chariots are the choice of transportation. Light chariots are meant for speed, have a team of two smaller horses pull a team of two to three elves who fight with spear and bow. These are done in teams of three to six.
Heavy chariots are pulled by larger stallions, with scythed wheels, heavy spears and bows and teams of three elves to fight.
Amongs the plains people are the Attil horse lords. It is said they are born in the saddle, that they learn to ride before they can walk, and how to use a bow before they can make comlete sentesnes. Their steeds are the fastest horses in the world, and are never tame. Instead they form a bond with the elf and the two become one. As both horse and rider have a wild spirit, known to ride for days on end without rest simply for the sheer joy of it, its a good thing. Always looking for a challenge, these once vicious raiders are now a common sight in every elf arm as scouts, messengers, and as a way to harass the enemy.
They have no strict leadership: THeir leaders simply the greatest shot in the group and their standard bearers the ones with the most kills.
Other proud warrior peoples are of the Herculeen Plains. Elves and woodsmen and hunters, they prefer axes and heavy armor. They always carry a pair of throwing axes and a single great ax. Supurb monster hunters, their favorite prey are the Pewter Lions. Their habit of donning the skinned hides of their monstrous kills, namly these lions, give them the time of Lion Hunters.
As the current Sapphire King of the elves hails from these people, they make up the bulk of new recruits to his kings guards.
Some go to battle not in formation with their brothers and sisters, but with prides of lions they befriends as not all are maneaters to be exterminated, but a welcome barrier protecting villages from other predators. While they know the elf is an elf, they follow his or her lead, though sometimes challenges are made, the elf's will wins out.
Others use the fact these are dire lions, and they are big and their hides are all but impenetrable and take them as mount to war. Yes, they are that big. No they are not common (they do not always like this, and the first elf to try was indeed drunk).
Diamanda elves are noted for being rather large and burly. Even their women are hulking compared to the normal lot.
Amethyth: Land of mages and scholars, and as such sees a frequent influx of elves from every kingdom. Due to the knowledge and magic that permeate this land, they even the most air headed bar maid can match wits with a chess master. Those without magical talent tend to have a bit of a complex and are mercilessly picked on by their more magical potent brethren.
As mages come from all over, the mounts tend to be all over the place, though they have their own unique mount. A happy accident between horse, mage, a bottle of ale, and and some eagle feathers, the hypogriff was born. One of the fastest creatures on earth, it shares both dietary and personality needs of both eagle and horse. They are very loyal to their mage rider, and the occasional knight.
Typical kingdom units:
Mage Acolytes: Most young mages do not go to war until they have graduated, but many often intern in military officers in national guards to help further their skills.
Sword Saints: What they lack in magical prowess they make up for in skill of arm and knowledge. Some of the wisest elves around, they are also deftly skilled, often using two handed hacking blades or two handed jian style strait swords. Their reflexes are so good they have been known to catch arrows out of the sky. They are often employed as a police force and a body guard for the mages, and are tasked with uprooting evil in all elvin lands.
They are often seen in the Bronze Tower (school of magic), Gold Tower (King's plaice) or the SIlver Tower (police headquarters).
Mage Princes: The most powerful spellcasters, even surpassing arch mages, they are the true rulers of Amethyth. Should the ruling king or queen be killed or feel the need to step down a new one is chosen from the most powerful. If they are deemed unworthy, the next power level down. If two or more are equally favored they duel it out with their full magical might. As expected this is far from perfect and a wise politician can manipulate the steer in their favor.
Spell Knights: Mounted and on foot, these are sword saints that have developed some spell casting ability. Rare, they are also not without side effect as many have horrific paralyzing migraines that come with random visions of the future, and others may have strange growths that need to be trimmed off repeatedly to keep in check.
Ingknight: A mountainous land that is prideful in the extreme.
Their most legendary band of knights, the Dragon Flames, must have ten generations back of noble blood and are fierce in battle. However they are increadible prideful, and if it were not for their love of their land and the common people of the land they would not be tolerated, Their money is where their mouth is at so other kingdoms tolerate them to some degree.
Fire Drake riders: Large tun and half reptiles that live peacefully on the plains, and often eager to fight potential threats. Many a knight has become a fine dinner for these omnivores. however the rare elf that can ride them gets a loyal and ever eager to please war mount. It doesn't matter if they are plowing a field for potatoes or steam rolling enemy ranks, they never wish to disappoint their owners.
The rarity of these mounts are so great that if a commoner is capable of riding one, he is automatically given the title of noble for only a noble soul can hope to achieve their feat, and are given the proper education and training for their station, even if they continue to do farm work.
Dragons: Most of the time they just follow the main armies as they march off to war as this piques their curiosity. They have a friendly rivalry with elves, and see Altudo as part of their territory and if they fighting something it means an enemy has has entered their territory. If anything else, following the elves as they march to battle is a quick vacation and loot and food grab before sleeping it off in their lairs.
Beryll: Known for their mines and their pegasie, this mountainous kingdom tends to be live a rather uneventful lives in their own bubble.
Horses tend to be largely used for said mines or the farms, and most nobles steeds come from work stock.
Nobles are rare, and they often train to build muscle by working in the minds.
Troops:
Miners: Not troops per say, but their tunneling skills are often used to undermine enemy fortifications.
Scorpi: One of the many experiments of the Twisted Dark Elves, these half elf and half scorpion creatures have a noble heart and chafe under Dark Elf officers they have little love and less respect for. So most ran to the hills or deserted for the high elves.
They have the body of a large scorpion, with an elf torso where the head should be. The elf part tend to be pleasant in outline, but are covered in scales. They prefer to go topless but have taken to wearing cloths to not unnerve the elves. Hard working, and never mean spirited they have taken a liking to the area's weather, and often work pulling mine carts.
They are still potent warriors with a pair of large scorpion claws instead of elvin arms, and well versed in spear and javelin, as well as a powerful stinging tail. They require to eat meat and blood, and often go hunting so as not to be a hindrance on their elvin allies.
Pegasie: Another rare sight outside the kingdom, but common enough in it. These nobles steeds are picky about who rides them. A commoner often acts as a Currier and scout, while a noble born takes their armor and lance and rides to battle. If they go to battle, expect a squadron of ten to twenty at least to follow.
Ambera: A thickly wooded area that is thick with monsters. The local people have taken to monster hunting as a way to deal with boredom, poverty, and the threat of large monsters. The kingdom was once a kingdom of demons, and their warped magic still lingers in the land, thus spawning a great deal of monstrosities over the milenida.
Knights are rare but they are absolutely fearless as they earn their place and their own lands by felling such beasts.
Main troops in this lands are one of three types of monster hunters: Lightly armored crossbow armed rangers; heavily armored maul wielding Armored Brutes; or the fast sword and shield and moderately armored Shield Lords and Shield Maidens. Sword and shield types distract, Crossbows hit the weak spot, and brutes lay down the damage.
Others train them for battle, with a number of beasts entering menageries. These monster Trainers often go to battle with all manner of beast and monster, ranging from wolves and bears to chimera and cockatrice. Swamp hydras, with their poisonous spray and healing abilities are a hyper rare but welcome sight.
Giant scorpions and spiders have been known to follow them.
Others train the sorapod behemoths: elephant sized herbivores with long necks and tails often used in construction, road work, and even farming. They can live for centuries, and they and the elves riding upon the howdahs on their backs tend to have a close bond because of this. Normally placid creatures, they are not avers to a good tail swipe or stomping potential predators to paste.
Giant eagles, though not ridden, are seen as symbols of fortune and luck in this land, and well venerated. In turn, the eagles see the elves as kin and are quick to their defenses.
Citris: The breadbasket of the elves, they are often a target of raiders for this. Because of this they have a higher number of coast guard.
Knights tend to also be farmers, so their war horses are often work horses.
Units unique to this land:
Bramble shamans: Specialists in manipulation of plant life. Normally this is ensuring the land is well and good, and the elves never starve. Most of the time they even have feasts. In times of war they use their skills to entangle enemies in weeds, turn tall grass into blades as sharp as swords, or command trees to club evil doers to death.
Ents: There are a number of ents here, and often watch over the orchards they have a curiosity about, as well as the land. It isn't unheard of for elvin or even human children to play happily in their branches.
Arachnatars: What the Arachne that have deserted the dark elves. Created as frorm of cruel punishment by the Spider Queen, the elf that started the original civil war and currently leads the dark elves after millennia, they have a vague remembrance of their past lives. Like all dark elves they have a cruelty streak. However after many generations of being abused by their dark elf masters, a number have jumped ship and gone here where their skill in textile work, especially silks come in handy. And since they have the abdominal of a giant spider, they produce yards upon yards of spider silk (which is stronger than steel). Seeking the guidance of Spindle, a goddess also built like them, they seek ways to adapt to their new allies.
They still need to feed upon flesh and blood, generally animals or condemned criminals. Because of this they often go to war whenever possible, every two or three days.
Typically that have the lower body of an horse size spider. Females are quite striking, with the sleek of abdomens of a black widow, and the sensuous curves of a voluptuous obsidian skinned elvin woman with multiple sets of red eyes, and a sensuous voice. Males are not as good looking, with lower body of a tarantula, and the upper body of a large bodied humanoid who's face is a twisted amalgamation of spider and elf. They have a wonderful singing voice though.
They tend to wear light to heavy armor to protect their torso as the carpas is light enough to carry them far, they are strong enough to carry heavy loads, and it is resilient enough to resist most spear or sword strikes. They prefer long bows, spears, round shields, saber and mace.
Their saliva has a slight numbing effect, but they also have full control of their venom glands. A drop can make a child pass out and a adult deathly sick. A shot glass will bring an adult to the edge of life and death, and a wine glass will kill. They can apply both to their weapons to ensure they kill their prey.
They can breed sucessflly with each other, or with other elves. Drider on drider action 95& chance of live berth. The other 10 percent is an even split between an healthy normal elf who will have no arachnid traits (other then a craving for red meat and the love of climbing) or still born.
Drider male on elf female 50/50 drider or elf. Live birth. Female drider on male elf, 60/40 chance of drider or elf.
Rubala
This is a land of warriors and sorcerers that fought bravely for Victa and her sister Nemesa. They are particularly warlike and blood thirsty people, so when the Spider Queen (still haven't thought of a name for her yet, might go with Alexander the great's mother but tentative speaking here) they were easily swayed to darker paths. However some remained loyal and helped drive them off.
Their decedents have since tried to rebuild both their reputation and a land ruined by constant warfare.
Knights tend to be dire and bloodthirsty, and that is how they like it.
Common troops:
Ghost Warriors: They hide in the woods and kill like hellish phantoms. They are descended from the earliest guerrilla fighters that fought against the dark elves, and after centuries of constant warfare no other way of life. Cold, aloof, they are not a welcome sight in most settlements but most have a few int heir armies as they are still good scouts, ambushers, saboteurs, and trap makers. The have the same penchant for cruelty as their most hated dark elf kin.
Shade Knights: the most dire of knights, they act as inquisitors hunting down potential threats. They are masters of the charge, and well versed in psychological warfare. They always get their answers without inflicting psychological or physical harm. While an intimidating sight, they often lean on the side of the accused in many cases as they know the difference between a true traitor and an abused innocent suffering at the hands of an overzealous person of power. They love warhamers with a scythed rear blade and treat Thanatos, the elvin grim reaper, as their model.
Arachnatours: Unlike those of Citra, these ones relish the bloodshed they can inflict and are in a land that will allow them to do so without abusing them.
Furies: The spider queen wanted a race of loyal, powerful warrior women, so she had male offspring of captured amazons greed with common harpies. Enhanced with spell, the Furies were born.
Like Harpies, they are almost all female, with the rare males being androgynous enough that its hard to tell. With Leathery wings sprouting from their backs and raven feathers covering their forearms, they are powerful warrior women. Smarter, more graceful, articulate, with a cruel beauty that matches their strategic minds. They were the perfect warriors. Unfortunately are are very mercurial, and many have joined the Rubians as they treat them better and the men are sexier.
They prefer leather armor that has been enchanted to be feather light and as protective as a breastplate, and go to battle armed with a flanged mace. If they find prey they particularly like they may carry him off to toy with him a bit before finishing him off, but they tend to be good on the job knock such prey out and mark them so they can find them after the battle is over.
Sapphirara
Not so much a kingdom as it is a large caste for the Sapphire King to rule all of elves, a town to house his castle staff and soldiers, another town like barracks to house the royal guard not on duty, and a few vast farms to feed all of them. The entire kingdom is there so he can rule in peace, and is far in heavily forested areas patrolled by predatory beasts and monsters, as well as some of the best trackers the 10 kingdoms have to offer.
Kings are elected to a lifelong position, though most don't make even a typical human's lifespan in worse conditions in office. They are expected to lead the grand armies, and a few excursions every few years. While the Jade Queen is one that professes peace, he is one that professes war and the two hearts of the high elves are often at odds. The few times both parties have been on pleasant terms can be counted on one hand, and one finger when one pair was wed (a three hundred long years of peace and prosperity between an invasion of dark elves and an invasion of goblins). Popular vote wins every time.
Royal Guard: Infantry and palace and royal guard. They are typically armed with halberds, but some may have land specific arms such as the current Lion Hunters Great Axes from the king's homeland. They stay in for life or retirement, and while in the king's service are there to protect him and his interests with their lives. By tradition all new recruits come from the birth kingdom the king belongs to. Despite the differences in attitudes and loyalties, they learn to work as a unified force as if the king falls anarchy rules.
Royal Chargers: The best knights in all the land. They make up an elite shock troops for when he goes to war, and his own guard if he is a horse born warlord. Unless they are going to be his main form of protection on the battlefield, new recruits are simply scouted from the best of the best of the knights.
I'll go into gods next post.