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==Inner Kingdoms== [[Image:Lothern.jpg|right|thumb|100px|The Lothern Flag.]] While the outer kingdoms suffer from the assaults of mortals, the inner kingdoms have to deal with threats of their own. Winds of Magic flow all about the inner kingdoms making their geography and wildlife peculiar. A bad month of magic can leave whole sections of the countryside magically irradiated, and the dead of the twin seas (the Sea of Dusk and the Sea of Dreams) do not sleep soundly and are as likely to assault the living as they are to entrance those near the waters with visions of mortal lives long since passed. Daemons sometimes manage to break through the weak barriers of reality in some of the more chaotic sites, but they rarely get far or manage to do lasting harm. [[Image:Eataine.jpg|left|thumb|350px|]] ===Eataine=== Eataine is a lot like New York state. Miles and miles of nothing but farmland, then one fuckhuge city full of immigrants and assholes. Unlike New York City, Lothern is a glorious place that has pretty much all the wonders of the world in it (like a Civ 5 capital city on easy mode). BIG fucking polished marble lighthouse with thousands of torches in it so it glows from space, buncha gem-encrusted gates armed to the fucking teeth that are as hard to get past as Terra is to invade in 40k (more so perhaps) with each one named for the tens of thousands of gemstones set in them for no reason other than to color code them like a boss (Emerald, Sapphire, and Ruby), and fuckhuge statues of the past and present Phoenix Kings and Everqueens as well as a statue of each elf god (even Khaine, who's statue is black with ruby eyes and hands instead of the marble and gems the others are made of). There's more non-elves than elves in Lothern, and it's the only place in Ulthuan non-elves are allowed to be without being labelled a "kill on sight terrorist" to elfkind. Finubar is from here, and the Phoenix Palace was relocated here upon his coronation. Although Lothern is the center of trade with the world (the ENTIRE world), the Lothern navy doesn't do much except protect the homeland, escort offensive armies, and attack Dark Elves. Lothern is known for it's entertainment, with lots of opera houses and theaters and museums and anything else are found there. Although Eataine's heraldry is a phoenix rising with a noonday sun all in red and white colors (which is also associated with the Temple of Asuryan, a giant pyramid located in Eataine that the Phoenix Kings go to for coronation), the heraldry of Lothern is sometimes used in its place which is a red sea dragon (who is a real being, named Amanar, who sleeps in Lothern's harbor and rises out of the water to slaughter anything that threatens the city. The Shield of the Merwyrm magic item you can use is one of his scales, making that item very Eataine in theme) rising out of the blue water on a white background. One final thing of note: earlier editions mentioned that elves of darker complexion hail from Eataine, so it's the land of lovely chocolate elves. A Lothern army contains Lothern Seaguard, Lothern Skycutters, and Lothern Sea Helms obviously, as well as Eagle Bolt Throwers (which are made mostly in Lothern and deployed everywhere). As the Shrine of Asuryan is located in Eataine, Phoenix Guard marching in an Eataine list keeps with theme. Silver Helms are also common as the region has ample nobles. White Lions can fit into an Eataine list as they are Finubar's bodyguard and wear the Lothern heraldry when they do, and the city would of course have more than it's fair share of mages. Dragon Mages, or Archmages/Princes on dragons are great, and are either Caledorians looking to get "defend the capital and the king" under their list of things to brag about or are actually from Eataine. Swordmasters are a a great option for maintaining order amongst the mon'keigh and keeping the Cult of Pleasure at bay or as escorts for local Mages. Tiranoc Chariots are probably more of a symbol of a noble's wealth rather than something that's fielded with regularity, but taking some isn't breaking theme. White Lion Chariots are acceptable since White Lions are in Lothern protecting Finubar anyway. The Everqueen's forces should be left out of Eataine lists unless you're theming a scenario around an apocalypse tier event where EVERYONE is needed. Shadow Warriors may be found in the city as counter-spies to any Dark Elf aligned traitors, but seeing them in a list is not likely. Dragon Princes may be pompous, but defending the capital of Ulthuan is incentive enough for glories to being them in. Reavers are probably too far away from home to be found here unless they're simply Silver Helms proficient in bows. If you really feel like fucking over the rules and focus on fluff one could even deploy human or dwarf units representing the non-elf population of the city, either fighting to protect their homes or for the right to leave the city (in the sense of "Hey let's fuck over these spikey people then we'll ask. They're SURE to say yes then!" as opposed to actually making a deal with the elves). Of cause these units would be pretty low tier being mostly merchants and mercenaries so should be more along the lines of free company or dwarf miners instead of anything military. [[Gunpowder (Warhammer Fantasy)|Gunpowder]] units of any kind should be avoided like the plague since a lot of elves would consider them a greater danger to themselves then the enemy. [[Image:Caledor.jpg|right|thumb|350px|]] ===Caledor=== This is the kingdom, not the 3 characters of the same name (the first Caledor, Caledor the Dragontamer, first befriended dragons and forged some of the best magical shit the world has ever known. Whatever the kingdom was known before has been forgotten since Caledor's descendants and surviving followers renamed it in his honor). Most of Caledor is Annulii, of the volcanic variety with only enough land to live on and produce the food required to sustain the population. How do volcanos exits on a floating island that isn't connected to the planet and thus doesn't have a magma chamber? That's a damn good question, we'll get back to you on that. This has caused Caledor to always have a small population compared to the other kingdoms, so even though some kingdoms have ghost towns and manors and castles without population to fill them, Caledor has degraded little in that regard. Caledor's power waned only because the volcanoes have cooled as time went on, and as a result the dragons who siphon the heat of eruptions to keep their hearts beating started hibernating for decades, centuries, some for thousands of years. In addition the forges lack the heat they once had and less wonders are produced. Caledorians are proud bastards, the degree of prudishness and arrogance an elf has compared to a dwarf or human is the same in scale from a regular elf and a Caledorian elf. The shrine to Vaul, the smith god, is in Caledor on an island and in a volcano called Vaul's Anvil. It's there that anything worth mentioning is made (fuck your Dwarfish quality, magic metal beats mere hard metal). Although the other kingdoms have volcanoes and dragons within them, the majority of the draconic race is in Caledor and almost all dragon riding elves hail from here or trained here. The Banner of the World dragon, the bane of Daemon players, is the heraldry of Caledor; a winged dragon who's body is twisted into the shape of Ulthuan with yellow and white background (older editions depicted various things on the heraldry, like a volcano). However, unlike most kingdoms who display their kingdom's colors with uniformity, Caledorian pointy-eared bastards prefer to pick colors like those of dragons (so a unit of green Dragon Princes all hearkening to the founder of their order who rode a green dragon thousands of years ago marching beside Spearelves wearing white and red which was the color of the dragon who sleeps closest to their base of operations with a prince riding a young blue dragon but clothed in red, the color of that dragon's parent who the prince's great great great great grandfather rode during the Sundering). So whatever colors you want to field your army work, although the main colors for dragons are red/orange, gold/yellow, green, and blue with the colors starting bright in youth and fading as they age. But any colors you think look draconic work really as long as you avoid looking Dark Elf (at that point, might as well grab the Widowmaker and call it a day). Make them all the same color, or make every single elf bearing a different scheme at your choice. All Caledorians think that everyone with Caledorian blood is a descendant of the Caledor kings since Caledor II died without an heir and they'll never acknowledge that. Dragon Princes from Caledor are known for not saluting non-Caledorians, not even the Phoenix King. Prior to Finubar's reign, Caledorians didn't do jack shit since apparently killing anything less than a Bloodthirster is below them, but the current High Prince of Caledor named Prince Imrik (not the name of Caledor I before taking on the name Caledor, this is a new guy with the same name) realized that if you don't do shit there's nothing to brag about and as a result Caledorians will show up anywhere there's a fight they can be a part of. If there's a High Elf army made up of Lord and Hero choices, it's we Caledorians. Princes on dragons define us and should be seen whenever the dragons can be awakened! Archmages in the lore of Fire on a dragon are acceptable if the larger dragons cannot awake, and the Dragon Mage youths ride if none with experience available. The rest should be our well armed Nobles and Fire schooled Mages. Anointed of Asuryan works well, if you modify him to be a priest of Vaul (make him blind, and swap the Phoenix Motifs for generic fire and things like anvils and hammers). Any core except Reavers (children on horseback, bah!) and Seaguard (no Caledorian would go to battle smelling like fish!) are fine. Those Chracian blowhards can come (if they feel like the need to see a REAL elf fight that is), but their damnable Chariots have no place outside the savage kingdoms. Swordmasters may march with Caledorians, but only as long as they make themselves useful and take arrows for our pureblooded Caledorian Mages! Leave those vile bastard elves, the Shadow Warriors, in their blighted land and let them rot there. Phoenix Guard should be remade to serve Vaul, as is proper before they come along. Of course, most of your points should be spent on Dragon Princes of Caledor! Skycutters should be grounded to make way for our glorious dragons. Tiranoc Chariots decked in the livery of a Caledorian lord can see service along Dragon Princes, but really you should be taking more of Caledor's finest instead. Bolt Throwers are for fireless cowards who shun melee, not heroes and elves such as we! Eagles are great as provisions for the dragons, but never fight alongside us. Phoenixs are acceptable, but keep those vile Frosthearts away from the dragons lest we wait another hundred years to fight alongside them again. As lovely as the womenfolk of Avelorn are, battle is no place for their delicate features; let the Dragon Princesses ride in their stead! [[Image:Avelorn.jpg|left|thumb|350px|]] ===Avelorn=== All High Elves originated in Avelorn, and while elf bureaucrats and nobility all around Ulthuan may go on about traditions and honor and policy, Averlorn is the most down to earth traditional of the kingdoms and in a lot of ways resembles Celts. Running a Wood Elf army as an Avelorn army isn't a crazy idea, but it's important to note that while Athel Loren is a very hostile and constantly evolving place, Avelorn is a place of relative safety containing species long extinct elsewhere in the world and oddball things like unicorns and fairies and the like. That isn't to say Avelorn is without teeth, the life of the forest is tied to the Everqueen; when she's angry you might as well be taking a trip to the realm of chaos between Tzeentch and Khorne, when she's grieving the forest is as inhospitable and dead as the frozen wastes, and when she's happy Avelorn may be the only place in the Warhammer world that can rightly be called "paradise". As long as Avelorn and the Everqueen live, most of Ulthuan exists in a state of constant spring/summer even in the autumn and winter months. Most of the beasties and Chaos creatures of the Annulii come to Avelorn looking for elfkibble, but that's about as successful for them as a Bretonnian peasant walking into Athel Loren with a heavy rock and looking to conquer it. The Everqueen's court is constantly on the move, mostly made up of tents and large friendly Treekin with hollows in their bodies for tired elves to curl up in and be rocked to sleep by it's walking to the next court site. Buildings like baths, temples, and other things dot the entire region and are simply returned to when needed. Most of Avelorn's civilian population is poets, artists, and mages who know little of war and all compete to amaze each other and the Everqueen with their talents like chirrens presenting things to their mum on Mother's Day. Anywhere you look, there's elves eating and having sex (which for elves is like 6 hours of foreplay and a kiss) and dancing and singing and acting, all the while politics and cultural movements as important as those that happen in Lothern take shape. It's like if Tolkein went to Woodstock. Avelorn's heraldry is red hearts on white and green, with thorns or depictions of the Everqueen sometimes appearing as well. The personal symbol of the Everqueen is a silver dove or swan. In times of invasion the artists of Avelorn quickly don their uniforms and march with perhaps more dedication than the other citizen levies, but their skill is arguable (eh, evens out and gives 'em something to sing and paint about if they come home). Each levy stores its gear at a shrine to Isha in Avelorn, and as such the equipment of each group bears her symbols (a weeping eye or a bleeding heart). For your army list most troops can be run as whatever you want them to be in their stats, but have their actual minis substituted for things like Dryads and Wood Elves so the appearance of the army matters more than the choices in this regard. Silver Helms would march with the forces of Avelorn if Tyrion is present in the forest at the time (he's always got an entourage of fanboys). Reavers may be present as Ellyrion shares a border with Avelorn and the cultural values are very similar. Cothique lies outside the Annulii from Avelorn, so Lothern Seaguard in Cothique colors are not a stretch either. Mages are a valid choice, but not as combat ready battlemages and not in the death lore. Dragons are not an appropriate choice for Avelorn lists, but the bird mounts are acceptable (gryphons over eagles for the exotic feel). White Lions may be present protecting the queen, a visiting noble of some kind, or eliminating Annulli monsters (or simply because Chrace is also on the other side of the Annulli from Avelorn). Swordmasters and their strict discipline are not suited to be amongst Avelorn's citizens unless they're in a bodyguard role, and Shadow Warriors are not tolerated for long in the forest or allowed in it's depths as they are entirely the opposite to the spirit of Avelorn (feel free to use Sisters of Avelorn minis to represent them though). Phoenix Guard are unlikely to make an appearance as the Maiden Guard fulfill their duties here. Dragon Princes would be here in a list with Tyrion in it, otherwise not thematic unless those prideful bastards are sweeping in to save the day and take all the glory. Tiranoc Chariots are alright in the colors of Avelorn, White Lion Chariots are acceptable for the same reasons White Lions of Chrace are. Bolt Throwers should be rare (no pun intended) as their lack of mobility hardly suits the nomadic lifestyle of Avelorns peoples, and Phoenixes kept far away as they not only would have difficulty dwelling in the forest but represent Asuryan while Avelorn mostly only acknowledges Isha. Sisters of Avelorn should be mandatory in this list. Skycutters from Cothique, or as pleasure barges/public transportation of the citizens of Avelorn being brought into battle are a reasonable choice. [[Image:Ellyrion.jpg|right|thumb|350px|]] ===Ellyrion=== Ellyrion is one giant perfect perma-summer (in a good way) plain and steppe kingdom where a fuckton of horses that have the lifespans of elves are found in a constant state of divine stampeding. As a result of this, horses that elves can manage to lure away from the pack are better than any found anywhere in the world. The land itself is magic somehow; unless an Ellyrion shows you the way, the longer you walk the further you get from your destination. The Ellyrions learned anything worth knowing from the horses themselves, and the rest they figured out by running wild in the forest in barefeet. Hurting, or even talking in a mean voice to a horse get you an arrow in the head from out of nowhere in Ellyrion. As far as elves go, Ellyrion is a land of teenagers. Always doing stupid stunts for fun and excitement, quick to start a fight but slow to do anything that can be considered "fighting" other than throwing a punch after a lot of trash talk, and setting up highly transitional cliques (to be fair, this all makes them the elves most likely to be bros with mon'keigh even if they won't shut up about their newest ride's "horsepower" and the special name they gave it and their buddies back home and the stupid shit they've done with said elves). The capital city has an interesting feature. The same amount of buildings that are normally in a city, are instead all public castles with the roads being bridges made of silver between them. The water below the city is apparently ghost horses that'll rise up and gore the city and everyone in it to death if it falls to enemies (so the Ellyrions take a page out of Caradryan's book). Dark Elves like to try to raid Ellyrion for black horses, but if the amount of non-dinosaur cavalry options the Dark Elves have is any indication they usually aren't too successful. Obviously, everything-EVERYTHING-should be decorated in horse and Pegasus and unicorn motifs in an Ellyrion list, and apparently every single decoration they have represents a story (even if two look almost identical, there's apparently a whole different story behind it). Their colors are blue, white, and purple tones like plum and magenta. White Annulii factor into the backgrounds of their flags sometimes, as do thunderclouds. There's two High Elf kingdom lists that should be full cavalry, and the first is Ellyrion. Leave the birds and lizards at home, all your Lords and Heroes should be on horseback. Mages should be in the High, Beast, or Life lore. Leave the Anointed at home. Reavers should be the bulk of your core, with any spare room filled by Silver Helms. Chracians are acceptable. Swordmasters stay home, Shadow Warriors have a place in this list. Phoenix Guard should be dropped, Dragon Princes are nice as a melee hammer if your Reavers get bogged down. Skycutters shouldn't be there unless you modify it to have a Pegasus team. Tiranoc Chariots are your best choice for Special. Leave the entire Rare selections out, none of them are fitting for the Horse Lords of Ellyrion, with the exception of using the rules of a Great Eagle for some kind of over-sized, winged-unicorn/horned-pegasus (or Alicorn for the disgusting Brony who undoubtedly be playing Ellyrion) if you really want to. [[Image:Saphery.jpg|left|thumb|350px|The banner of Saphery. Note that even puny Elves can sometimes be adequately Metal.]] ===Saphery=== Saphery is the kingdom of wizards. The winds of magic flow through Saphery with such strength that claims about magic running in the blood of Sapherians isn't an expression, it's a legit theory. The ground sparkles and glows, the sky changes colors and at certain times of the day looks like a giant rainbow stretched over the kingdom, Saphery is impossible to map out because the land literally moves around (it's mentioned in the Black Library books that, upon resting, travelers to Hoeth notice suddenly that the hills in the distance were still moving even when they had stopped). To get from place to place, you simply need to start walking and know the destination that you want and the land will get you there if it thinks you are worthy in however long the land wants you to take. Sapherians never build their homes in eyesight of each other, and if the land could be seen from above they dot the landscape with no planning for roads or towns. Each is entirely unique as well, the mansion of (the now deceased) Anurion the Green is more plant than building and Hothar the Fey built a flying castle that simply floats all over Saphery. Sapherian elves are not known for their sanity, but they are also not known for hostility or being dangerous (to friends). Even Tzeentchian devotees and daemons have trouble making Sapherians parts of their plans. The only real city in Saphery is Hoeth, and the massive Tower of Hoeth (the largest individual structure in the Warhammer world). Hoeth cannot be found simply by following the map, like anything else in Saphery you simply walk until you reach it. Unlike the rest of Saphery, seeking Hoeth with less than noble intentions results in you never being seen again. Spoooooooky. Even if you reach the city, there's an unknown number of spells protecting the Tower in various ways. Most of the knowledge in the world can also be found in the magical books (which work like computers, you can speak what you're looking for and turn the page to find information about it) in Hoeth, and in the Blood Bowl alternate (possibly) canon Hoeth is also the place where the Crystal Ball network (which works like television) is managed. Hoeth isn't just a place of wizards who act like scientists, it's also the center of martial arts and disciplines of the High Elves and as such produces the Swordmasters of Hoeth, the most skillful warriors in the world. Just like Yvressians, Sapherians wear wayshards to navigate their lands. The highest ranking nobility of the land is the Loremasters, who are the government officials of the kingdom with the High Loremaster of Hoeth being the representative Prince of the kingdom (Teclis is the current High Loremaster). The heraldry of Saphery is the Tower of Hoeth shining like a lighthouse on a nights sky. Alternatively, the symbol of the goddess Lileath is also used as she is the patron god of Saphery (usually by those protecting a mage, other than Spearmen who MUST be guarding a mage to bear it on their shields). Another popular symbol is twin swords, which represent a metaphor for magical boons granted directly by Lileath ("Alinor, Bringer of Knowledge" and "Valenor, Bringer of Power")The colors of Hoeth are the traditional white and blue of the high elves, but the blues tend to be darker and starry designs in both yellow and white are common on all surfaces. All of the nobles of Saphery are spellcasters, and as such are more appropriate than Nobles or Princes (for a BSB, the magic of the banner can be handwaved as the spell the noble who just happens to be carrying the flag is casting). Anointed of Asuryan should be Anointed of Lileath, Sea Helms could be explained as the guys who make the magic carriages of the Skycutters other kingdoms employ. Of course, Loremasters of Hoeth are advisable as are Mages and Archmages. All core are acceptable, or at least not contradicted anywhere. Swordmasters are the single best choice for Special, as the woodsmen of Chrace would no doubt hate to be in a kingdom where the lay of the land changes or Phoenix Guard who's patron is overshadowed by their patron's granddaughter (as well as their "we know what will happen" thing being kinda fucked up by the unpredictability of the land and the people in it). It's unlikely a Shadow Warrior would be allowed to enter Saphery by Saphery itself, likely ending walking in circles until they turn around and find themselves home. Skycutters are nice, fielded more as a magical chariot than a coastal defender. None of the Rare options are very Saphery-y, but none really contradict the theme of the army directly.
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