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Wood Elves Missing Units and Characters

SeanJeanquoiSeanJeanquoi Registered Users Posts: 3,316
edited November 2020 in General Discussion
This is the 10th in a series of Posts I plan on doing on a complete visual guide to factions and their missing units.

Links to the rest of this series



Introduction

This post is going to be a little different from the others in the series. In every other entry I've tried to stick to 100% official sources, even if said sources do get a bit obscure, but considering the Wood Elves have their whole 8th edition Army Book already in, CA may decide to add some new units here and there, so while all the characters and generic lords/heroes will be legit, there will be a new section of units titled "CA original units" which are unloreful suggestions pulled from folklore and other games for how CA could tastefully expand on the Wood Elf roster.

there will also be some new unit variants based on unit Champions and such, coming from Loremaster of Sotek and community suggestions.

Also, some of the legit entries were difficult to explain or showcase in my traditional format, so I've put them in their own little spoiler section with the Images and descriptions contained within.

Please Read: This post will bleed into the first few comments below the OP. Information on the Characters and Generic Lords and Heroes displayed, among other things, will be in the first few comments below the OP.


Missing Legendary Characters















Please Read: The Info on these characters were so big they had to be moved to the first two comments directly below the OP. If you'd like to know more, you'll find them there :)


Missing Lords, Heroes and Mounts








Please Read: This post is so big that the info on these Lords and Heroes had to be moved to the first two comments directly below the OP. If you'd like to know more, you'll find them there :) (you'd be surprised how many people miss these wee announcements)


Missing Units














Info on these Units and how they could work in WH2


Bladesingers
Bladesingers were the unit champions in Tabletop and the name of the Wardancer Lords in White Dwarf before Shadow Dancers came along. In the context of Total War, Bladesingers could be a Wardancer Armour Piercing variant with another of their Dance abilities from tabletop. Instead of the Shadows Coil, which allows the basic Wardancers to swap their attack and defence, the Bladesingers could have the Dance "Whirling Death" which could give their melee attacks splash damage as they glide across the battlefield in a tempest of steel (this would make them the only infantry unit with splash damage in the game next to the Krimson Killerz).

Every role in Wood Elf society is gender neutral, all lords, heroes and warriors are equally male and female but CA don't typically make gender mixed units, whether for technical or artistic reasons, so hopefully the Bladesingers can be male Wardancers in the classic 4th/6th edition style, with the glam rock hair and Celtic tattoo's.


Dryad Birch
Shapeshifting into the Birch aspect leaves them with a silvery-white complexion that is contrasted by stripes of ashy black, just as with the trees themselves. Birch Dryads are glass cannon damage dealers, ideal for flanking or fighting alongside allied units who can tank incoming damage while they dish it out.


Dryad Oak
Dryads of the Oak Aspect are the middling point between the Dryads and the Treekin, being the bulkiest of the Dryad bunch. When they take upon this Aspect, their limbs harden, their skin assumes a green and brown pallet (they also become covered in moss and Ivy) while their hair thickens into a mass of oak leaves and sprouts acorn seeds.


Dryad Willows
The Willow is by far the most sinister Aspect a Dryad can assume and perhaps the only one that displays their capricious and at times very cruel nature towards unsuspecting mortals. The Dryads of this aspect would have Stalk and be at least partially ethereal, with an innate physical resist.


Eternal Wardens
These are one of a fair few unit variants on this list. Eternal Wardens are the elite of the Eternal Guard, they'd have treebark armour and could have their twinblade spear from Tabletop, with either a character killing or character protecting niche. Either gaining huge buffs when fighting enemy characters (like a recent Nanmann unit) or having the guardian ability when near allied characters, offering buffs and protection that way.


Glade Riders w/ Asrai Spears
Glade Rider variant with Asrai Spears to give the Wood Elves a low/mid tier Anti-Large cavalry option.


Great Stag Knights
This is the first unit courtesy of Loremaster of Sotek, coming from the Storm of Magic compendium. In the book (page 98), you can run a herd of feral Great Stags and in a lore blurb they describe a mythical group of Wood Elf nobles who ride around as a unit of Monstrous Cavalry and terrorise the denizens of Bretonnia. This could be expanded into an RoR or an elite unit of Monstrous Cavalry in the same vein as Demigryphs or Kislev Bear Cavalry, which would be a massive step up from the Wild Riders who are currently middle of the road and unable to compete with the best.


Naiads
Naiads are very similar to Dryads: Spirits of nature who are adept shapeshifters, can assume a vicious war form and they've an affinity with the Wood Elves, mainly with the Elves of Argwylon, where the Waterfall Palace of the Naiad court can be found.

What sets them apart from Dryads is their mostly aquatic nature, living in the many rivers and lakes of the Old World, particularly around Athel Loren. They typically take the form of a beautiful drenched Elven maiden, with white or blue hair and eyes and a blue tinge to their skin (as if they've drowned). They are known to be inscrutable creatures with deep passions that are quick to flare and will defend their territory with mighty ferocity.

They are water spirits, literally made of water and able to shift back and forth from their aquatic and corporeal form. To translate their rules to Warhammer 2, they'd be aquatic and gain a great speed or evasion boost while they're in the water. They'd work similar to an ethereal unit but they aren't ghosts and should not be treated as such. They had different forms they could assume in the RPG which could translate to active abilities (similar to the Wardancers).

They'd be a unique Forest Spirit addition that adds something non-tree related and could greatly support the Wood Elves when fighting in water, being exempt from the typical infantry debuffs the water applies. Creating a water based unit could also help them down the line if they decide to Implement the Sons of Britonnia with their water spirit horses.


Wildwood Wardens
Wildwood Wardens are the Elite of the Rangers who guard the shadowy prison of the Wildwood, with Dual Axes, Treebark armour and Armour Piercing, they'd be faster than the basic rangers with higher attack. (also while we're on the topic: can we please have unique animations for the Wildwood Rangers? Glaves aren't Greatswords, they're held and used in a very different way)


Unicorn Herd / Cavalry
Unicorns are hyper-intelligent noble creatures of the forest and the Mortal enemies to their dark cousins the Centigors. Ghorros Warhoof famously killed Arsil the Prince of all unicorns some centuries ago and to this day Ghorros still wears Arsil's scalp and horn upon his head.

Unicorns are magical creatures and its said they're drawn to female sorcerers like moths to the flame, becoming friend and steed to many a Spellsinger and Grail Damsel. Unicorns appeared as a unit and mount for WE Spellcasters in their 4th edition army book, where they had magic attacks that were particularly effective against Daemonic creatures, their horn attack (which could translate to a great charge bonus) and an aura of magical protection that nullifies enemy magic attacks in an AoE around them, giving them a very interesting hit and run support niche.



Missing Units (Continued)


Guardian Trees


In folklore and other fantasy universes, 'Treants' are living aspects of the forest itself. In some stories they're trees given life, or creatures created by the forests energy to guard it from intruders, in others they're a conjured amalgamation of the Forests trees, roots, vines, branches and spirit. In Warhammer, These creatures are known as "Guardian Trees". All forests in the Warhammer world used to be all connected and alive like Athel Loren, now most lay dormant (despite the Wood Elves and Forest Spirits best efforts to awaken them) waiting for a crazed mystic to come along and tap into their sentience one again.

Guardian Trees come in multiple variants depending on what kind of forest they're roused from and they also have a missile attack similar to Razordons, where they shoot out a 'Branch Barrage' in an area around them or cone in front of them. On Tabletop they had to anchor themselves to the ground before they could act, this could potentially translate to a support role, like an artillery unit that has to unpack before attacking: you position them and plant them in an area and scare the enemy off from that area, creating choke points, protecting flanks, etc.

Their variant abilities could also potentially be given to allies around them as a passive buff (Fungal forest gives passive regen to allies, Bloody forest gives frenzy to allies, etc).





Shapechangers





Shapeshifters are said to be the favourites of the animal spirits of Athel Loren. These Elves have a spirit animal who combines with their own and allows them to transform into a hybrid (most commonly a Boar, Wolf or Bear) on Tabletop Shapechangers would be hidden amongst normal units of wood elves before transforming to surprise the enemy.

In WH2 this unit could work just like Beorg Bearstruck and his Bearmen of Urslo (Norscan Dog of War unit) and would be a good excuse to get the animations and transformations ready for them. These could be a normal contingent of Wood Elves who, after gaining enough kills or after waiting for an ability cooldown that charges while they're in combat, you can transform them into were-creatures, making them far more deadly (The trick being to keep them alive and healthy beforehand so you get the most out of them).

I'd like for the Wood Elf ones to be were-Boars or some other creature since Wolves are so common and Bears would just be a 1 to 1 copy of Norsca.



Spite Hosts


Everyone seems to love Spites but never acknowledge the fact that they're size is akin to that of Fireflies. On Tabletop, Spites were magic items or swarms units (which CA always prefer to turn into an ability rather than a unit).

To me, there's only one way the Spites could come as a unit/ability on the battlefield, this idea and the images were pointed out to me by another user Draculasaurus, so all credit to them for that, thank you:

The Sluagh

In Irish folklore the Sluagh is an intangible host of fairies and/or souls of the dead who move through the sky like a great wind, carrying up hapless travellers and smashing down houses. Oddly enough, the "Ethereal Host" consisting of the shades of dead Wood Elves was already a thing in 3rd Edition:



This could be a spell, similar to the Sotek Summon, or it could be a unit of moving Spites like a swarm of locust.



Sabre-toothed Tigers



These creatures can be most commonly found within the Jungles of Lustria, but They've also been known to stalk the dense forests Athel Loren (perhaps more proof the Old Ones may have meddled here). Sabre-tooth's are one of the strongest big cats in the Warhammer World < White Lions of Chrace and they're large enough to ride, however, in recent centuries they've become an increasingly rare sight, Gruarth's companions "fang" and "Claw" were the last two Sabre Tooth's to be well known among the Wood Elves.



Wild Animals (Bears, Boars, Wolves, Cats)






Athel Loren has a rich and unique biodiversity, almost entirely different from the outside world. Many creatures from the outside who can be found here are changed by the forest, turning them into a completely different subspecies. Despite this being such a defining trait of the Wood Elves, precious few creatures of the forest have actually been in their official roster since 3rd and 4th edition.

This entry would add back in that much needed flavour, with hunting packs, herds etc of these various unique wild creatures of Athel Loren that Beastmasters typically live alongside and use in battle. Each could hold a different niche (plus adding in bears, wild cats, etc could help them down the line with Kislev, Norsca and other factions).



White Harts




Infrequently encountered as Great Stags are, to see the White Hart of Athel Loren, a mighty stag of unsurpassed nobility and grace, is rarer still. Only one of these noble animals is ever sighted at a time and its a common belief amongst the Wood Elves that there has only ever been one - that it is an immortal facet of the forest that never grows old, nor dies.

White Harts are creatures in Celtic and later English Folklore (And in the Arturian Legend) based around albino Elks who were seen as a bad omen or a call to action, depending on the culture. Since in Warhammer they're stated to be a variant/relative of Great Stags, they wouldn't simply be an albino Elk, but rather an Albino Megaloceros or "Irish Elk" which is the long extinct megafauna the Great Stag is based off of.

Many people, including myself, want a feral Great Stag or a Giant version and this seems like a loreful way to give us both potentially, a single entity Great Stag that could have unique mechanics around the acquisition of it. Perhaps it comes and goes with the seasons, maybe requiring a ritual be performed or a technology unlocked, or perhaps it only arrives when you're on a winning streak.



Wind Riders



Wind Riders would be Hawk Rider variants with Asrai Spears and Shields, forsaking their ranged attack entirely in favour of becoming a pure melee unit with actual sustainability. If the basic Hawk Riders are Shock Cavalry, these would be the Melee cav variant (potentially with Anti-Large). This would help bolster their Airforce a little more.



Zoats


Zoats relation to the wood Elves comes from them being included in the 'allied races' section of the 3rd edition army book, meaning they were usable in the rules of TT 3rd edition with a Wood Elf army. I'd argue their alliance isn't substantiated in the lore itself and there's a whole debate surrounding their legitimacy, but regardless, they're one of the few things related to the Wood Elves left that had official models and rules at some point. Thus they seem like an easy inclusion for CA.



CA Original Units


Tree Spirits w/ Great Bows



Similar to the ones in AoS, but reworked for WHFB a little, the Tree Spirit side of the Wood Elf roster is incredibly lacking and Dryad variants aren't going to cut it. Giving them some more creative units would do wonders to flesh them out enough such that a fully Tree Spirit army might be viable. These Bow units could distinguish themselves from the Elven archers by being similar to Ushapti with Great Bows; monstrous archer units which fire artillery-like Bolts at the enemy and are also somewhat competent (tanky in this case) in melee.

I believe traditional artillery is antithetical to the Wood Elves as a faction, which is why I'm against implementing their Bolt Throwers from White Dwarf, I think these and Treemen or Wyrd Golems who throw rocks could be the unique exception to this rule.



Tree Spirits w/ Weapons



I'm a little less fond of these AoS units but I could see them as potentially being high-tier units of lesser Treemen with Weapons forged by the Elves like Durthu's sword (because they cant make weapons on their own).

This could potentially offer an interesting reward for bringing the Wood Elves and Forest Spirits together. The Amber mechanic and some of their Legendary Characters have made us think of the Tree Spirits and Wood Elves as separate or even opposed to one another. Since these units couldn't exist without both parties working in harmony, it could be an unlock for successfully uniting the two sides of the roster.



Spriggans


Yet another unit to bolster the Treemen side, Spriggans could be forest spirits that are more magical than Dryads, commanding the elements, Swarms of Bees or something like that. They'd open up a new niche between Treekin and Dryads, being ranged hybrid magic infantry with short range, making them something of a flanking unit.



Leshens / Husk of Kurnous


Some people don't like this unit because it looks like the Avatar of Kurnous (The one on the right) and because Orion is technically the Avatar now, but I've a way they could be included. The Avatar of Kurnous doesn't have a deer skull, its entirely alive, while Leshens are dead. So what if, Leshens are the empty husks left behind when Orion dies every season, or a shadowy aspect that is created in the forest when this happens. Orion loses his power in winter and turns to ash, his ashes must be returned to the Oak of Ages every year and a ritual must be performed to return him next spring. What if Leshens are the physical aspect he leaves behind, the hollow shadow of Kurnous that haunt the Forest of Athel Loren and retain a fragment of his power within them, working on base instincts, it knows to protect the forest, but kills indiscriminately any and all who would trespass upon its Glades (similar to how Madusae don't really care about friendly fire in the lore).

These could be monstrous single entities, slightly smaller than Treemen, with a protective flock of bees/storm of leaves and debris that can be activated around it and used to attack. It also fights with its claws and vines that shoot from the ground similar to Treemen. It could be the single entity upgraded version of Spriggans were CA to add them.



Treant Fiends



Similar to Treants or 'Guardian Trees' as they're known in Warhammer, but this time taking on a more bestial aspect, functionally similar to a giant wolf made of elements of the forest (or a Burrowing Behemoth like the one Clan Moulder may get if they're the antagonists). Contrary to the Guardian Trees, which are slow lumbering powerhouses, Fiends would be a large, fast, agile, but vulnerable creature, weak to missile fire and other Anti-Large creatures. It could also be tied to the Winds of Magic like the Black Coach for the Vampire Counts or the High Elf Phoenix, where the more magic their is, the faster and stronger it is.



Treeman Boulder Thrower


A common request from the community as of late. A Wood Elf mirror to the Cygor which would be interesting and the only real artillery piece that I think the Wood Elves should get, since artillery is typically antithetical to their themes and playstyle.



Wyrd Golems


Created by the Divination mages like Naieth the Prophetess (who built and maintain Waystones and manipulate the Winds of Magic), These Golems could be made of the same kind of materials, animated along the borders of Athel Loren to protect key Waystones and points of interest. They lie dormant like a pile of rubble until disturbed by intruders.

Not entirely tree spirits but like the Dwarf Golems in Dragon Age and the Treekin in Warhammer, they could contain the soul(s) of Dead Wood Elves. It was also suggested to me that these Golems could fill the role a Treeman Boulder thrower might, negating the need for the Treemen Artillery.

Like Treant Fiends, this could also be tied to the Winds of Magic, requiring magic reserves be kept plentiful so this unit can stay healthy and strong.
Post edited by SeanJeanquoi on
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  • SeanJeanquoiSeanJeanquoi Registered Users Posts: 3,316
    edited September 2020
    Missing Characters lore and how they could work in WH2


    Amadri Dawnspear/Ironbark
    Winter never comes to the verdant reaches of "Arranoc: the Summerstrand". Here, the Glades are ever dappled by brilliant sunshine all year round. Likewise, night seldom falls in this part of the forest and, even when it does, the hours of darkness are few and fleeting. Thus are the spirits of the Summerstrand eternally vibrant, for the passage of the seasons affects them not. The renowned Lord of this realm, Amadri Dawnspear is a most generous host, given to holding lavish feasts and celebrations at the slightest provocation, as are all the Elves of Arranoc. They are also, unlike many of Athel Loren’s denizens, welcoming to peaceable outsiders, and waste no time including interlopers in the festivities. Many such ‘guests’ are resistant at first, but the first mouthful of sprigwine swiftly overcomes most resistance.

    So it is that many outsiders have bided for long centuries in the glades of the Summerstrand, eating, drinking, making merry and seldom marking the passage of time. Few notice that their Elven feast-partners change as the hours and days pass, or that their hosts are more measured in the sampling of delights...fewer still notice when their fellow guests, insensate with indolence, are carried from the feast by silent Dryad attendants. These glutted creatures are left at the entrance to the Vaults of Winter. Those ancient caverns are the work of a civilisation far older than the Elves, and are home to beings that feast on reeking and pleasure-sodden souls. Thus do the guests of Arranoc pass from this world, sacrificed to sate creatures that would otherwise prey on the Elves of the Summerstrand.

    During the Season of Doom, the Winds of Magic blew strongly through the Vaults of Winter and roused to life the Slanneshi Daemons frozen within its enchanted caverns.

    Daemonettes and Fiends flooded into Arranoc, slaughtering all who would not succumb to their wild desires. Amadri Dawnspear, Glade Lord of Arranoc, led a noble counterattack, but alas, the lord’s valour was for nought, and soon the warriors of his host lay dead upon the sun-dappled ground. Dawnspear himself is taken captive and made a plaything for cruel Daemons. Dawnspear’s body could not withstand all the torturous pains and pleasures the Daemonettes subjected him to, but his spirit refused to yield. Fleeing deeper into Athel Loren at the moment of release, the Glade Lord's soul took root in the bole of a dead tree. Thus was Amadri Dawnspear reborn as the Treekin Amadri Ironbark!

    Treekin seldom recognize those they knew in their former lives. So much of memory is based on their physical senses and thus is lost alongside their prior physical form. As a result, those few flashes and fragments that remain to a Treekin are more confusing than informative. Amadri Ironbark is the one noted exception to this rule, for so eager were the Daemons to ensure Amadri experienced the full measure of their tortures, they placed a curse upon him so that no detail of his ordeal would ever escape his senses. It was this curse that allowed Amadri to retain his faculties when he lost his mortal form and passed into the impenetrable aspect of Athel Loren itself.

    The Daemons would soon come to regret their malice when Amadri returned to Arranoc to once again, this time with a host of Dryads, Treemen and spirits of the Forest at his back. Together, they swept the foul Daemons from Athel Loren, enacting a great vengeance for the Elves that had been slain. After their victory, Ironbark travelled alone to the Vaults of Winter and dragged enormous boulders down from the mountain peaks to seal its gates forever.

    And so, peace and prosperity returned to Arranoc, the Summerstrand and Amadri resided over it once again, as the only Treekin Glade Lord in Athel Loren. Though his people may be merry and the sunshine never wanes, Amadri himself is still haunted by what he endured at the hands of the Daemonettes. The Curse that allowed him to retain his faculties in his new form still carries out its originally intended purpose, and Amadri will forever be tortured by a pain he no longer truly feels.



    Araloth the Bold
    Araloth was not always the hero he's known as today, in his youth he was a craven little Lordling, who didn't even have the mettle to hunt prey which could hunt him in return. Fear and cowardice controlled his very being, such that even when his realm needed defending, he would send others to fight in his sted, while he caroused and hunted petty creatures with a band of worthless friends, trying to forget his shame.

    It was on one such hunt that Araloth was thrown from his horse and separated from all his companions, save for Skaryn, his trusted Hawk. After wandering, lost for many hours, he came upon a strange Glade. though dawn had broken a scant few hours before, the Lordling now beheld a crescent moon hanging low in a darkened sky. It was a scene to stir the heart, yet Araloth scarcely saw it, for his eyes were transfixed upon the Elf maiden who stood alone at the glades heart...and the 4 armed monstrous Daemon that manaced her (a Slaaneshi Keeper of Secrets).

    There, at last, Araloth found his courage, for even his craven heart could not abandon the maid to the Daemon's cruel pleasures. Before he even realised it, Araloth was rushing to her aid, and his hunting spear soon gouged the Daemons flank. The beast was swift and Araloth would have perished from its counter-blow, had Skaryn not descended from the skies to tear out the Daemons eyes. Blinded, the Daemon crashed to the ground and flailed maddeningly in anguish as Araloth weaved through the creatures frantic strikes and thrust his spear straight through its black heart.

    As the beast breathed its last and the Glade fell silent, Araloth closed his eyes, amazed both at his victory and the courage with which he had won it. When he opened them once more, the Daemons body had vanished and he turned to look upon the Maiden once more, caught in her immortal gaze, Araloth knew in that moment that he was in the presence of a Goddess (Lileath, daughter of Isha and Kurnous, and the Bretonnian Lady of the Lake).

    Long did the Lady and the Lordling wander under the stars. They spoke of many things and many wonders were revealed to him; how she's watched over the elves since their creation and communicated to them in their dreams to warn of great disaster and act as a guiding hand. She lamented the dwindling power of the gods, but still had 3 gifts to bestow upon her new champion. Freeing Araloth of his fears was the first, the second gift was that she'd bear Araloth a daughter who would become a savoir to the Elven race and the third gift, she would yet reveal to him. Araloth faded into a deep sleep and when he awoke, he did so in his hall, with his friends by his side saying he'd been thrown from his horse and knocked unconscious. They laughed when he told them the tall tale, but inside Araloth knew the truth.

    In the years to come, Araloth distinguished himself as a fearless hero, gaining the moniker "Araloth the Bold" and rising to become Ariel's royal champion and Glade Lord of Talsyn for Slaying Morghur at the Battle of Arden. During the Season of Doom he saved Yvresse from a Dark Elf invasion, cleansed and revived the Forest Arden from the debase corruption of Morghur by using tree sap from the Oak of Ages and fought with Scarloc, Skaw the Falconer and the Sisters of Twilight during the Bretonnian Civil War, allied Louen Leoncoeur, ever with Skaryn the Eye Thief, his trusty falcon by his side.



    Ariel, the Mage Queen
    Ariel is the Queen of the Wood Elves, wife to Orion, mother to her people, Avatar of Isha and one of the most powerful sorceresses in the Warhammer World. Her lore is intertwined with most everything written around the Wood Elves (their timeline is based in part around her actions) and so covering it all would be insane, so I'll give the abridged version.

    Ariel was once a normal High Elf born during the Age of exploration in a colony in modern day Bretonnia (likely l'Anguille) and even from a young age she was a very powerful mage. she fled east during the War of the Beard with the rest of the future Wood Elves and sought refuge in the forest of Lauren. Airel was the foremost mage among the colonist refugees and after days or weeks of wandering the forest they arrived at its heart: the Oak of Ages and it was she who spoke to the forest for the first time and learned the art of "Tree-singing" a form of communication with the living magical forest itself, which she taught the other Elven mages.

    It was at this moment that these refugees truly embraced Athel Loren as their home as they stood in awe and reverence that it deserved and demanded. At this point the Forest Spirits haven't yet made themselves known to the Elves, but as a Dwarf Army rallies in the north-east and a Greenskin horde amasses in the south-west, Athel Loren is put in such grave danger that the spirits reveal themselves and request the Elves forge an alliance with them to defend their mutual home. The Alliance is agreed, but Ariel and her new-found lover Orion are nowhere to be seen, disappearing into the night. The fighting drags on into the depths of winter, when the tree spirits shut down and can no longer aid the Elves, who have been pushed all the way back to the Oak of Ages. In their last stand, the spirit of Kurnous appears before them and helps smash the enemy hordes and in the wake of their victory, Orion and Ariel appear from the Oak of ages as the newly formed avatar of Kurnous and Isha, to forever rule over the Woodland realm as king and queen.

    As the Avatar of Isha, Ariel becomes the Elf with the most connection to the Weave, a magical realm similar to the Warp which changes based on the actions of those in the mortal realm/the people who interact with it, so if you're a positive person who uses good magical lores and fills it with positive energy, the weave will be a lovely place of harmony that affects the mortal realm in a good way, but if you draw from dark powers and are filled with jealousy and hatred, etc, the weave will react accordingly.

    Over the next 4000 years or so, up to the modern day, Ariel has presided over the forest realm and had an ancient rivalry with the Beastmen Morghur the Corruptor, having killed him many times and accidentally brought ruination upon a section of the forest now known as the Glade of Woe by spilling his blood within it. She's quelled rebellions from within (banishing Coeddil to the Wildwood), but in spite of her best efforts, the forests power wanes, Glades are corrupted, Worldroots wither and die and behind the scenes, Chaos grows.

    Though she's the avatar of a Goddess, like a Greek god, she's driven helplessly by her emotions and prone to very extreme bouts of love, violent hatred, anger, sadness, etc and so when her sister (who was once the wife of Malekith) is murdered by Morathi, Ariel in her rage draws from the darkest sorcery she knows and is able to revive an entire section of the Worldroots which stretch into Northern Naggaroth. Her Woodland host burns their way across the frigid wastes to reach the Hag Sorceresses sanctum. the Wood Elves break through Ghrond's defences and Orion charges into Morathi's hall, poised to kill her, however, she's able to bargain for her life in exchange for teaching Ariel how to use even greater dark sorcery and considering what she was able to just achieve with dark magic, Ariel accepts, telling herself that she may be able to achieve great good with this gift.

    Orion is outraged by this deal struck with Morathi and the two have a falling out. That winter when Orion turns to ash, Ariel decides not to revive him and begins a downward spiral into Morathi's sorcery that will end up tainting the weave and the forest of Loren itself. As the weave is disturbed and Ariel descends into the depths of Dark Magic, she is consumed by the dark side of her personality, the forest is changed, the lands darken, the trees become twisted, Dryads and Elves who once lived in harmony now fight with each other on a daily basis, the Woods are gripped by a kind of collective insanity and no one seems to notice aside from the Treemen Elders. Eventually Morghur resurfaces and instead of killing him, Ariel has him captured and transported through the Worldroots to the Oak of Ages so she can drain his power and use it for herself. Doing so corrupts both the Oak and the Worldroots and draws the attention of the Treemen who immediately wage a civil war against the Mage Queen for her betrayal. Elves and spirits fight against their friends and Kin, Ariel slaughters hundreds and seeing the hopelessness of their situation, Adanhu, the leader of the Treemen in a selfless act, draws all of Ariel's darkness into himself, killing himself in the process and instantly the war is over. Ariel realises what she has done and retreats into the Oak of Ages to morn and quietly repair herself and the forest, but some Glades like Modryn: the Night Glens, may be tainted forever.

    And in the Oak is where she's stayed since 4th edition basically. In the End Times she comes out only to be assimilated with Alarielle and replaced by her, and in AoS its Alarielle who represents Isha and leads the Wood Elves, not Ariel.



    Coeddil the Cunning
    Coeddil is the only other remaining Treeman Elder along with Durthu from the days before the Elves arrived at their door. While he and Durthu may have much in common, they are polar opposites, as Coeddil's distrust of the Elves is legend. He's so incredibly ancient that its difficult to truly ascertain his motives. When the Elves first arrived in Athel Loren, he was the direct opposition to Durthu's compassion, angrily demanding that Adanhu (the leader of the Elders) slaughter the intruders outright and be done with them. Since that day he's harboured a resentment for Elf-kind which has only grown with time. Much like Drycha, leader of his Handmaidens, every slight and failure of the Elves, every war they have brought to their boundaries, every Tree Spirit who falls fighting their fruitless wars is etched into his mind.

    At the Battle of Anguish, It was he who scattered the forces of Morghur the Corruptor and raised the beast up before Ariel struck him down with all her might, drawing on the power of the forest itself as well as her own. When Morghur's blood saturated the Glade, corrupting it forever more, Coeddil was drenched in the taint of the corruptor also. It is said that in that moment, his resentment for the Wood Elves was transformed into a black-hearted hatred and while Athel Loren rejoiced at the defeat of the Corruptor, Coeddil was the first to feel the horrible implications Morghur's death had wrought.

    500 years after the Battle of Anguish, The Ancient Treeman's hatred finally manifested as he plotted the downfall of the Elves. He and his separatist Tree Spirits sought to disrupt Orion's rebirth and cripple the Wood Elves. During the winter, when Orion is gone and the Forest, the Spirits and Ariel go into hibernation, Coeddil and his Dryad handmaidens remained to plot. They stormed the King's Glade and slaughtered all they could find, for if no Wild Riders survived to lead the ritual of rebirth, Orion would be severely weakened, if he could even be summoned at all.

    Ariel was abruptly awakened from her slumbers as the first Elven blood was spilt. In a great rage, she sped to where the Wild Riders fought for their lives. Against Ariel's fury Coeddil and his followers could not endure. Summoning all her awesome power, the Mage Queen scattered the ancient’s handmaidens and cast down the tree lord. Though Ariel dearly wished to slay the spirits for the damage they had caused and the blood they had shed, Ariel could no more end their existence than sever a portion of her own soul, for Coeddil was still bound to Athel Loren, just as Ariel was bound to the forest. Instead she sent the Elder, and the Dryads who had followed him, to the Wildwood - a dark southeastern corner of Athel Loren where no Elves dwelt. The Wildwood was then encircled with Waystones which created a magic cage, turning the entire region into a prison to all the Spirits and creatures who sought to destroy the Wood Elves, who were significantly tainted by Morghur's curse or who were generally too capricious and dark to cohabitate with the rest of the Forest (this is also when the Wildwood Rangers were created to patrol the depths of this enclosure filled with the worst Athel Loren had to offer). Coeddil was abandoned amongst the shadow-Glades to brood upon his betrayal...and brood he did.

    After many failed escape attempts, it was only with the Help of Drycha that he was able to break the Waystone cage and escape into the shadows to plot the Elves demise. During the End Times, He and Drycha capture the Fay Enchantress and deliver her to Manfred, leading to the summoning of Nagash and then they, along with the followers of Khaine, pledge themselves to Chaos and end up destroying the Oak of Ages.



    Daith, the Mastersmith
    The Forge of Starlight within Torgovann is the domain of the makers, craftsmen, artisans and smiths who create all Athel Loren's tools of wonder and war. In the very centre lies Vaul's Anvil, the shrine to the maker god and every night the beech trees of the glade bask in the light and warmth of the mighty forge-temple. Inevitably, the rippling heat from Vaul's Anvil draws forest spirits from the nearby groves, who watch the striking of hammer upon anvil with a childlike fascination. Such creatures love the flame for the warmth and life it gives, but are also wary of it for the harm it can wreak if left untended.

    Lord Daith of Torgovann, the most celebrated Elven smith in history, is the master of this realm and of Vaul's forge as he has been for as long as any living Elf can recall. Some whisper that he is older than the King and Queen of the forest themselves; other stories say it is he who crafted the Dragon Armour of Aenarion himself. For such a tale to be true, Daith would have to be many thousands of years old, a feat that might seem impossible even within the timeless realm of Athel Loren. If Daith is truly as old as the legends say, it certainly does not show, for his aspect is only that of an elf in his middle-years.

    He’s blind, as is customary for a smith of Vaul, but this has never slowed his work at the forge, nor made his strikes on the battlefield any less true. He is able to work by touch, from memory and is able to fight by ear. The loss of his sight also hasn't stilled his tongue, which is just as fiery as his forge. Even if the stories lie and he didn’t fashion the Armour of Aenarion, his craftsmanship is more than worthy of these flattering tall tales, as he’s the one who crafted the sword of Durthu, Eldest of the Treemen as well as the weapons of the Sisters of Twilight and "Daith's Reaper" a magical weapon forged from a Shard of Khaine's Widowmaker, which is said to be the smith's finest work.

    Daith dotes upon the Sisters Naestra and Arahan in the manner of a proud uncle and indulges Naestra’s obsession with the perfect honing of her time-worn blade as uncomplainingly as he does Arahan’s ardent insistence at carrying a freshly-fashioned spear into each battle. Although no mutual familial blood runs through their veins, no one, not even Daith’s fellow lords and ladies of the great council can command his time so completely as the Sisters of Twilight. Each time the twins present the smith with a new challenge, he simply gives a little smile and returns to the fires of the forge.

    During the Season of Doom, in the year of the Slaughter at Bleak Meadow, Althel Loren was beset by the Beastmen for an entire year, lead by Ghorros Warhoof and Mograk: Lord of the Crows. When the children of Chaos Descended upon Torgovann, roaring with joy at the carnage they would wreak, they were stopped dead in their tracks by a single warrior clad in golden armour: Daith, the mastersmith had sworn never to let the vile creatures loose in his armouries and as such, he came to meet the foul host clad with weapons he would allow no other to sully with war (Daith's Reaper was likely among them) and single-handedly routed the Cloven Ones from his Glade.



    Drycha, Brairmaven of Woe
    Drycha once held court in among the roots of Addaivoch, the Tree of Woe long before the Wood Elves arrived in Athel Loren and before Morghur's blood tainted this section of the forest, perhaps beyond repair. Its believed that Drycha lost her mind after Morghur soured the earth at the Glade of Woe, the area of Athel Loren which she was bound, though in truth, the Branchwraith was capricious and hostile long before this.

    She remembers well, the days before the coming of the Elves and has ever rued the folly of shackling the forest to the whim of mortals and binding their fates. She rarely converses with others, not even the Dryads who serve as her handmaidens, but instead chants a mantra of the names of all her fellow spirits whom she believes have been failed by the Elves. Despite her age, Drycha possesses a crystal-clear memory and its doubtful that she will ever reach the end of her tally, as new names are added with every battle between Athel Loren and the outside world.

    Ever since Morghur's blood was spilled she's been seen very little, though she is known to commune with Coeddil, a Treeman of great age and power. She serves as his herald while the great being lies shackled in the depths of the Wildwood for inciting a rebellion against the Wood Elves. Naturally, their commune cannot help but cause unease, as Coeddil's distrust and disdain of the Elves is legendary; it was he who vehemently opposed Durthu's compassion for the Elves and demanded they be slaughtered when they first arrived in the forest. If Drycha has found common cause with the Treeman, it seems only a matter of time before the balance of Athel Loren is thrown into disarray once again.

    In recent years, strange tales have come to Athel Loren; worrying rumours of Drycha's activities. On the fringes of the Drakwald Forest in the Empire the peasants tell of trees that come alive, hungry for blood, and in the Forest Arden in Bretonnia, villagers gather only deadwood for their purposes, citing tales of other settlements found in ruins, their inhabitants left as scrapes of tattered meat by the vengeance of the trees. Indeed, during the season of Doom the Brairmaiden was very active, despoiling La Chald Abbey in Carcassone after defeating the Duke at the crossings of Brienne, desecrating the Shrine of Taal in the Riekwald forest before massacring the forces that came to protect it and leading a bloody campaign all through Parravon. Though these events seemed senseless, each site of religious importance held an artifact that Drycha needed for her nefarious purposes. When the time was right, as the season drew to a close (after the start date of Warhammer 2) Drycha combined her hard fought relics and used them to break the seals on the Wildwood, releasing Coeddil from his gilded cage and spiriting him away, out of the clutches of the Wood Elf interlopers. Together, their hateful cabal will mean the end of the Elves and the forest as we know it if they get their way.

    Drycha would be a caster lord/hero with a combination of the dark lore's, who is directly opposed to the other Elf characters, even Durthu potentially. If she is made into a lord, her campaign will likely be based around the events described in the paragraph above: Drycha must scour the mortal realms enacting bloody vengeance in search of the relics she requires to free her master Coeddil, another Legendary Lord, before planning a coup d'etat on Ariel and the other Wood Elves.
    Post edited by SeanJeanquoi on
  • SeanJeanquoiSeanJeanquoi Registered Users Posts: 3,316
    edited September 2020
    Missing Characters lore and how they could work in WH2 (Continued)


    Naieth the Prophetess
    Naieth is one of only a select few mages who know and practice the secret magic lore of Divination. By means of divining rods cut from magical tree bark, they are able to feel the flow of magic deep within the ground, when they find a point where the magic flows toward the surface, they instruct their Kindred to set a great Waystone right above the reservoir to direct the flow of magic.

    It is these Waystones that border the great forest of Athel Loren and offer it a web of magical protection. Through this web the mages of Naieth’s order are able to detect any changes in the flow of magic, sense the presence of intruders and Naieth herself has become so adept at interpreting these signs that she can even predict the future, thus earning her the moniker “the Prophetess”.

    Where other mages might study the winds of magic, Naieth has devoted herself entirely to the arts of Divination, though she doesn’t command the most powerful presence on the battlefield as some other mages might, her unique talents are invaluable to her kindred in sensing impending danger, avoiding enemy ambushes and she has saved the forest many times before the corruption or intruders were even given the chance to fester.

    She also has the unique ability to thrust her Rod of Divination into the ground and tap into the winds of magic that exists within the earth itself, acting as a reservoir of magic and drawing it to the surface, she’s then able to power herself up exponentially or direct the power towards a fellow mage so they can utilize it (In this way, Naieth would make for one of the only Mage Lords where it’s truly beneficial to have hero spellcasters in her army)

    Naieth is always accompanied by her faithful companion Othu the Owl; When Othu isn't flying around the battlefield, she perches restfully upon Naieth’s wrist or shoulder. Othu is all seeing and wise and Naieth is able to communicate with them and interpret their strange wisdom, it is even said that many of her prophesies came not from interpreting the waystones, but from Othru’s mystical wisdom. Sometimes the Great owl will perch upon a banner of a Wood Elf regiment or the shoulder of its officer, this is seen as an omen of good luck and a unit of Wood Elves favoured by the owl seem to gain from the birds uncanny sureness of sight and are more likely to shoot straight.



    Scarloc
    The Season of Redemption, when Ariel retreated into the Oak of Ages to slowly heal for hundreds of years, was brought to a close when the Mage Queen sensed the rebirth of an age old Foe: Morghur, Master of Skulls and corruptor of Glades. While she was not fully healed, she knew she had to act and so accompanied the Sisters of Twilight, Araloth the Bold, Orion and the Wild Hunt in a decisive battle that would mark the end of this chapter in Wood Elf history.

    The Elves met the Beastmen at the Forest Arden, which had been all but destroyed by their taint. The Beastmen relied heavily on their dark magic, but did not anticipate Ariel's participation as she shot down anything the Brey-Shamans could conjure. The horde was many, but with their forces combined, the Elves cut them down in a hail of arrows and trampling of hooves, until all that remained was Morghur himself, standing defiant. With but one true arrow straight into his eye socket, the Corruptor was felled and the day was won. Great was the feasting in Athel Loren when the host returned and many heroes had made their names that day. Most lauded of these was Scarloc, the archer whose arrow had finally felled the Master of Skulls.

    Scarloc is a master Waywatcher, who has long served as the chief Scout and Emissary of the King and Queen in the Wood. He is skilled in the interpretations of tracks and portents, and will sometimes even warn the Bretonnians if he finds signs of their common enemies. Thus he has become a trusted friend of many Bretonnian Barons and is welcomed at their castles, especially when he brings the excellent venison of Loren. It is also often he who is sent to escort friends or foreign dignitaries through the forest safely to the Kings Glade.

    Due to his station and his skill, he has attracted and trained the most peerless Kinbands of scouts and archers ever to grace Athel Loren or the Elven race for that matter; it is these Kinbands that he and the rulers of Loren often employ for espionage and dangerous expeditions into far away lands. Scarloc has gained intimate knowledge of, not only the Forest of Loren, but of many great forests in the Old World and beyond. It is said that there are small bands of his kin secretly dwelling in many forests utterly unbeknown to the rulers and people of these lands, stationed there, not only as Waywatchers, but to befriend and protect any Treemen and Dryads who may still dwell there.

    In the year 2220IC, Scarloc and his archers began their three-decade long journey through the Human kingdoms acting as Dogs of War. They quickly became regarded as the finest Sellswords coin could hire. however, none of their Paymasters had ever realised that Scarloc's true payment had always been the opportunity to witness his employers armies in action and bring that information back to Athel Loren, giving the King and Queen in the wood intimate knowledge of their neighbours strengths and weaknesses.

    Scarloc's men have been known to turn up unexpectedly on many a far flung battlefield, screaming out of the trees to aid those ambushed or surrounded in the woods by Orcs or other vile foes.

    His most famous example of this was in the year 2301, during the Chaos and Druchii invasion of Ulthuan, led by N'kari, the Keeper of Secrets. The ties between Athel Loren and the magic forests of Avelorn were still strong, so the echoes of the invasion were felt through the forest spirits of Loren. Not wanting to get involved directly, Ariel sent Scarloc and his peerless Kinband through the Worldroots with instructions to harry the Doom of N'kari. For weeks the Scarloc and his comrades stalked the forests, picking off and ambushing the forces of Chaos without engaging them directly.

    Despite their prowess, the Woods were thick, not only with Daemons but with Dark Elves and many times Scarloc was forced to break from his mission to evade or eliminate Naggarothi patrols. Only once were the scouts ever seen by N'kari, The Daemons were only an hours march from where the Everqueen lay hidden, with no better tactic at hand Scarloc and his surviving scouts were forced to reveal themselves. Facing them head-on would have been suicide so instead, they lured the Daemons into a Dark Elf patrol, who were so startled by the Daemon horde that they loosed a volley of crossbow bolts into their Daemonic allies, thinking it was an enemy ambush and thus earned the Keeper of Secrets full measure of retribution.

    In the confusion, having successfully saved the Everqueen from the enemy, the Wood Elves slipped away through the World Roots back to Athel Loren without the High Elves ever knowing of their presence; that last deadly chase had cost them many fellows and they judged that Alarielle must now attend to her own fate.



    Skaw the Falconer
    It is said that Skaw dwells within the canopy of Athel Loren, swinging and gliding through the trees in search of prey and intruders. He is something of a hermit, having rejected the company of his fellow Elves to live a more feral existence within the tallest branches of the forest and nought but his birds of prey to keep him company. Despite his estranged relationship with his kin, he will still fight alongside them and many scouting parties or Kindred bands will go to the greatest lengths to seek his aid, for his unmatched knowledge of the forest, his martial prowess and his unique ability to communicate with the birds of Loren (and not simply the Great Eagles).

    On the battlefield Skaw commands his falcons as they fly, as they swoop out of the sky like a hail of deadly living missiles, while Skaw himself uses his grappling hooks that he employs to swing through the canopy of Athel Loren as a flail or Bola which rends mortal flesh like the Talons of a Great Eagle might. If CA bring back Beastmasters, Skaw would easily fit that category and as such, he could be the Mulu of the Wood Elves (a lord who embraces nature and is mainly focused around the feral beasts of the jungle/forest).



    Sisters of Twilight
    High in the alpine slopes of Wydrioth: the Pine Crags, the Eyrie of Twilight dominates the skyline. Herein lie the elegant halls of Naestra and Arahan, the Sisters of Twilight. The twins are as different as night from day, not just in appearance, but in personality. Naestra’s spirit is as pure as starlight; Arahan’s as wild as an unbridled flame. While Naestra seeks battle only in pursuit of preventing greater harms, Arahan welcomes it with a wanton joy. If truth be told, Naestra always seems reproving of her sister’s deeds, though this only ever increases Arahan’s delight. Despite their differences, the twins are inseparable; never has one been sighted without the other in all the time they have dwelt in Athel Loren.

    After Ariel, the Mage Queen was corrupted by dark sorcery and nearly brought the forest to ruin, she sealed herself away within the Oak of Ages to quietly heal, morn and come to terms with her actions. Thus began the Season of Redemption and in her absence, the Queen sent two heralds in her sted to govern and protect. These heralds were Naestra and Arahan, who were strangers to all but a few who claim to have fought alongside them in ages past, even though the twins age seemed to belittle such claims.

    Its hypothesised that they are the (perhaps bastard) children of Ariel, or that they are fragments of her godly being, representing the light and dark that all Wood Elves must balance; whatever the case, Orion saw his wives aspect within them and recognised their authority as the instruments of Ariel's will. Neither sister took Ariel's throne, but stood in attendance on either side of it whilst the high council debated. Seldom would they speak, except to counteract the prevailing mood, ever keeping the council in balance.

    upon first blush, only by the shade of their hair and their manner could they be told apart, for they are identical twins with a conjoined spirit who even tend to finish one another's sentences. Yet in personality and in deed they couldn't be more different.

    Dark-maned Naestra’s spirit was noble and chaste. Her touch could heal the rawest wound, and it was with heavy heart that she brought harm to even the foulest creature. As such, it was she who addressed the council most often during the summer months and sought only to temper the wildness of their people.

    By contrast, Arahan’s hair was as white and newly fallen snow, and belied a wild soul that rejoiced in the viscera of battle. She revelled in the thrill of life, and her conduct ever teetered on the brink of the acceptable - even in a realm as permissive as Athel Loren. Arahan was the one to take the reins during the dull winter months, when the Wood Elves were at their most introverted and passive, she would demand action, aiming to reinvigorate their spirit.

    On the battlefield, the twins conjoined destiny means they cannot be killed unless both are struck down in quick succession, otherwise, the ancient magics of the forest see the fallen sister restored from any fatal wounds within moments. This gift extends to both sisters, but its inevitably the wild and reckless Arahan who gains the most benefit from it (invariably in the most spectacular of fashions) she's hacked her way out of the belly of a Ghorgon after being swallowed whole, emerged unscathed from the razor sharp cloud of Dark Magic to slay its caster and even eviscerated a Vampire a heartbeat after her own decapitation.

    The Sisters of Twilight seldom fight from the centre of the battle often instead being carried through the war-torn skies by one of their loyal steeds. Swift-winged Gwindalor is a wise and even-tempered ally, as would be expected of a beast whose lineage springs directly from Talyn, King of Eagles. Moreover, he has an uncanny ability to bring the twins to a position where their arrows can inflict the most harm. Ceithin-Har, by contrast, is as hot-blooded a creature as can be found in dragonkind. He thinks nothing of hurling both himself and the Sisters of Twilight into the thick of the fray where arrows can be fired at point-blank range, and blades too can do their wicked work.

    Though it is sad to say, these two creatures know little fondness for each other. Gwindalor considers the dragon to be reckless and venturesome, whilst Ceithin-Har berates the eagle for his aloofness and constant caution. Different in temperament though they might be, Gwindalor and Ceithin-Har are nonetheless united by their bonds of friendship with Naestra and Arahan. Though it is doubtful that either would put himself in harm’s way for the other, both would gladly die a hundred times over in defence of their mistresses.



    Thalandor Doomstar
    Thalandor is the current ruler of Argwylon: the Moonspring Glades, a land of wonder, where the rivers are alive with Naiads and the waterfalls sing with ghostly voices.

    It is within his realm of mages and magic, where the old traditions of Ulthuan have endured the most within Athel Loren and detailed historical records are maintained. It should come as no surprise that for this reason, the Elves of Argwylon consider themselves superior to their fellows; an attitude that endears them neither to others of their kind, nor to the spirits of their realm. Indeed, only the Naiads of the Grismerie (who are famously indiscriminate in the company they keep) can even bear to talk with them.

    By contrast, the Great Eagles of the mountains rejoice in their fast friendship with Argwylon, for nowhere else in Athel Loren can the Elves speak their ancient tongue and this is doubtless why Thalandor is famous for his friendship with the Great Eagle Gwandor, for together, their synergy on the battlefield makes them nigh unstoppable.

    Thalandor was known as 'Doom Star' because he would swoop over the dark forest by night hunting for Goblins trying to creep into Athel Loren under cover of darkness. If he spied any from on high, he would swoop down between the pines and attack without mercy, riding upon the back of Gwandor, his faithful Great Eagle.

    Gwandor the Black is perhaps the most famous of the Great Eagles. This mighty bird carried Thalandor into battle against the undead hordes of the Vampire Count of Sylvania, and it was the bravery and power of Gwandor that saved Thalandor's life on that dark day.

    A Wood Elf contingent that had marched to help the Empire by scouring the grim pine forests of Sylvania for signs of the Count's army, was overwhelmed by Skeleton hordes. The location of the enemy was revealed, but almost at the cost of the entire Elf contingent. With their general slain, the Elves fought a rearguard action and many escaped. Thalandor heroically held back the hordes with his magic until he was beset by Carrion and badly wounded. The Elves escaped, thinking Thalandor had fallen. Meanwhile, Gwandor fought ferociously to rescue his master and carried the wounded Thalandor speedily back to the safety of Loren where he was healed by the magic of Ariel.

    In another, more recent tale (roughly around the year 2506IC (4 years after the start date of Mortal Empires) Ungrim Ironfist and the Slayers of Karak Kadrin brought an army to face off against the Greenskins of Gnashrak Badtoof and a mercenary contingent of Ogres, led by Golgfag Maneater upon the Borders of Athel Loren. Seeing the Justice of the Dwarfs cause, Thalandor Doomstar brought a host to the Dwarfs aid. The battle soon turned against the Greenskins, but in the hour of victory, the Dwarfs turned their axes upon the Wood Elves also, seeking to repay a millennia-old grudge. Thalandor begrudgingly retreated, swearing a vengeance of his own for the loss of his kin that day.

    The very next year, the outlying workings and defences of Karak Kadrin came under assault by Thalandor's bold and vengeful woodland host. For nearly an entire year, Thalandor's forces maintained their blockade, crushing countless sorties by the defenders and twice routing relief armies from Zhufbar. Only when the Lord of Argwylon was satisfied that recompense had been taken from the wrongs of the previous year, did he order a withdrawal.

    Magic Items:



    Wychwethyl the Wild
    Wychwethyl the Wild is a Wardancer of exceptional Skill and agility, it is he who performs the ritual dance at the beginning of spring that awakens the King and Queen in the wood after their long slumber within the Oak of Ages.

    In battle he is unsurpassed in his reckless savagery and often carries his “Drum of Orcskin” used in the ritual of awakening into battle, acting as a martial musician before the fighting starts. The Drum itself is made from the skin of an Orc Warlord, slain at the battle of “the Glade of Woe” and the drumstick is made from the same warlords rib-bone.



    Missing Generic Lords and Heroes and how they could work in WH2


    Beastmasters
    Wood Elf Beastmasters are the most feral people in Wood Elf society. While most live in the glades with their kin or travel in nomadic bands as the Wardancers do, the Beastmasters abandon society all together, fully embracing their new surroundings and becoming akin to any other creature of the forest. "Gruarth The Beastmaster" is the only named Beastmaster and through him we can glean more about these characters.

    Like Gruarth, most beastmasters have forsaken their name and lived in the forest so long they barely even remember the Elven tongue, if indeed they remember at all. Now they almost exclusively speak the many languages of the beasts of the forest, communicating with them in gestures and the creatures own calls. By night, Beastmasters share the same lair as their Wild Beasts and by day, they hunt and feast on the same prey together.

    Beastmasters typically train and hunt with a pack of Wild Cats, Bears, Boars, Hounds/Wolves and the rare Sabre-toothed Tigers of Athel Loren. For much of their existence they're completely separated from their Elven kin, but they will always defend the forest as all things within it do and once a year they will take their beasts with the Wood Elves of their Glade and join in the Wild Hunt.

    Same as the Dark Elf Beastmasters, only they dual wield knives and have different mounts.


    Glade Captain
    Glade Lord hero variant. Unless they give us Glade lLords with different kindreds and weapon loadouts, the Glade Captain will likely be locked into a Great Weapon and thus AP niche.


    Shadowdancers
    The Shadowdancers are the closest thing that Loec the Trickster God has to a Priesthood and they are both feared and respected as a result. Only they know every single path through Athel Loren, its many Groves, Vales, Glens and Worldroots. They have even mastered the art of traversing “The Dreaming Wood” which is the Shadow Realm parallel of Athel Loren, a place that most Wood Elves fear to travel, only doing so in great times of need, as the servants of Chaos ever prowl this bleak and twisted dimension.

    In battle, Shadowdancers are even more swift and dazzling than their Wardancer counterparts, although they are far less flamboyant, preferring instead to best their foes with perfect precision strikes and confound the minds of their enemies with deception, rather than fleet of foot and body. Indeed, Shadowdancers can create illusions which they use to further distract their foes or mete out a much needed dose of humility to Elves or Spirits that have forgotten their place.

    Shadow Dancers would have a Sword and Spear like Eltharion or the Amazon Warriors (hopefully they get unique animations at some point), Talismanic Tattoos which gives them innate physical resits (like Savage Orcs), they'd be a minor caster character in the Wood Elf lore of dark or the lore of Shadows, they have the blessing of the ancients (regenerates magic reserves), Stalk (with woven mist) and a potential access to all the Dances of Loec or some new illusion mechanic.


    Great Stag Mount
    No Beast in all of Athel Loren is treasured more than the Great Stag. A creature that the Wood Elves revere as representing the true soul of the forest. Wherever the truth of their nature lies, the Great Stags are unquestionably magical creatures. Though they are undoubtedly of a nobler cast than Unicorns, Great Stags only ever seem to appear at portentous times, most often to serve as war-steeds for particularly bold and noble Elves. On occasion, a Great Stag will appear at a time of great feasting and celebration and the Wood Elves believe there is no surer sign of the forest's blessing.

    There is no chance of mistaking a Great Stag for any of the lesser herd beasts that roam the forests of the world. It is a powerfully built animal, whose every snorting breath releases plumes of steam. The antlers of the Great Stag are both impressive and formidable, about whose iron-hard points dances a ghostly nimbus of magic. However, what is most remarkable about a Great Stag is its noble presence; the creature moves with on unsurpassed grace, for it is a king amongst beasts and the natural spirit of the world made manifest.

    Great Stags also appear in the Storm of Magic 8th edition Supplement as a unit, a herd of 1-5 Stags, therefore we could also see a feral unit variant to this which could be the stepping stone between the character mount and the Great Stag Knight cavalry.


    Spellweaver
    Spellcaster Lord



    Bonus Content


    Kindreds and Lord variants


    In many ways, 6th edition was the peak of Warhammer Fantasy, where they had the most variety in armies, alot of factions came into their own for the first time and they really nailed alot of the presentation and story. The Wood Elves are one of the biggest examples of this, as in 8th edition, alot of their unique WHFB flavour was downplayed, removed or simplified and a good example of this would be the Kindred system, which dissipated in later editions.

    Kindreds added alot of flavour to the Wood Elves and allowed you to tailor your Lords and Heroes to a variety of specifications, making them excel in Cavalry, Hawk Riders, Infantry, magic etc. Here's the sources from 6th edition and the Collectors Guide to give you an idea of how this may allow you to tailor your Lords and Heroes were it to be re-implemented:










    Winter Wood Elves


    Athel Loren has many different domains that represent different times of day, moods, types of forest and seasons of the year. So far we've only seen boring old green in our Wood Elf factions but here's a beautiful example from the Collectors guide that shows what wonders a simple change of pallet can do to the Wood Elves:





    Seasonal Tree Spirits


    In keeping with the last entry, It'd be great to see the Tree Spirits get a bit of a makeover in different seasons (if that gets implemented as a mechanic) or at the very least, across different factions which represent the seasons in their pallet (winter was already showcased before):






    Wood Elf Dogs of War


    As with last time, I figured I’d add a few items on the end who are more likely to be put into other factions (Dogs of War) but could still offer something to the Wood Elves.



    Gilead, along with his companion the ageing Weapon Master Fithvael, might just be the last remaining Elves of Tor Anrok: a once-proud colony of the High Elves situated in the Borderlands near Akendorf. After the War of the Beard he, his friend and his twin brother wander the Old World in search of the last vestige of his kinsmen. His Twin is murdered trying to save him from bandits and the two were so inseparable that this kills something inside Gilead and (like everyone in the Warhammer setting) his life is consumed by a quest for vengeance.

    After the Death of his brother, Gilaed and Fithvael wander almost aimlessly, acting as mercenaries, slaughtering any evil they can find and looking for any survivors from their home (who may not even exist). Bies, another forum user, rightfully pointed out to me that these two could be implemented as another Gotrek and Felix-type duo for the Wood Elves and High Elves.

    I personally dislike the way Gotrek and Felix have currently been implemented but I like the idea of more nomadic characters. Perhaps they could be reworked to stay with you after you've fought with them enough times, act like 3 Kingdoms characters where they become available to you at a certain level or date if you're one of x number of factions or perhaps Gilead/Gotrek etc could even work like the mysterious stranger from Fallout, where they have a certain percentage chance of reinforcing your armies at random, as they've just wandered into your path and decided to help.

    Regardless of the implementation, I really like the idea of getting more characters like this, Gilead is a really cool character and I hope we see him in some capacity at some point.




    Deep within the Confines of Athel Loren is where the Wood Elves have resided since the war of the beards, seeking refuge from the righteous indignation of the Dawi. Over the centuries, the Wood Elves have split up into many tribes, or “Kindred”, each of these Kindred have their own unique culture and Customs, with most being attached to a certain part of the magical forest. For the Kindred of the Wythel Glades, they found an affinity with the mighty Wythel trees, whose majesty was second only to the Oak of Ages itself.

    Upon these Trees, this Kindred depended for everything: feeding upon the berries and seeds, fashioning weapons and armour from their bark and seeking shelter beneath their branches.

    As the taint of Chaos began to seep into the forest (with the Killing of Morghur) the Wythel Trees were hit the hardest and despite the Wood Elves best efforts, they could not be saved, for the Kindred of the Wythel Glades this would mean the end of their people and way of life; as their Spellweavers tried desperately to salvage the trees, they sent out bands of Hawk Riders and Great Eagles to scour the known world in the hopes of finding a home elsewhere. As the last of the Wythel Trees died before their eyes, a band of Hawk Riders returned triumphant with twigs and berries in their hands.

    Their salvation had come, but the journey to get there would be arduous indeed; the Kindred leapt over the Grey Mountains and wandered through the Old World, Through the Vaults and Across the Borderlands in a 5-month exodus to retrace the steps of their scouts, separating themselves from Athel Loren and passing into legend as “the Lost Kindred”. The journey took its toll on the Wood Elves, as they lost roughly half their number in fending off the bandits, thieves Greenskins and Beasts of the region, but eventually they came to their new home: the Wythel Grove inside the Forest of Gloom, just west of Karaz-a-Karak (below the lake).

    As their people began converting the Grove into a magical forest and putting up the protective Waystones, the Asrai realised that something had changed within them; in their exodus, they had faced true evil and lost so much that returning to the quiet of the forest and the shelter of their trees felt wrong, they were restless and ill at ease. So it was that many of the Lost Kindred would venture out to protect their sacred grove and hire themselves out as mercenaries to the surrounding forces of Order.

    The Lost Kindred are Basically Wood Elf Lothern Sea Guard: bows, shields and spears.
    Post edited by SeanJeanquoi on
  • SeanJeanquoiSeanJeanquoi Registered Users Posts: 3,316
    edited September 2020
    Sources:

    Everything here that isn't in the CA original section came from the 3rd edition army book, the Wood Elves 4th, 6th and 8th edition army books and the "Elves Collectors guide 2006". the Naiads are mentioned in their 8th edition army book, but their real source is the Warhammer fantasy 2nd edition book: "WFRP Companion" (pg 115-116 and 123-124). Gilead comes from his own novels and the Lost Kindred also appear in various other White Dwarf and Dog of War sources.

    Sources on demand. If anyone wants to see exacts I should be able to give you them :)
    Post edited by SeanJeanquoi on
  • peabodyestatepeabodyestate Registered Users Posts: 807
    I thought this would be the 1000th generic thread that asked whether zoats and animals could be added.

    It is so much more, great thread.
  • lucibuislucibuis Registered Users Posts: 6,308
    edited September 2020
    Great work, but some units are missing: venom dragon, incarnate of beasts, arrow variants,
    Ariel only, no fads allowed.

  • saweendrasaweendra Registered Users Posts: 10,030
    Excellent post. I mean as always knocked it out of the park.

    1. I think leshens are pretty similar to looks of incarnate of beasts at least on some asthetics.
    2. I heard lore master of sotek go on about council of beasts which are made of forest sprits that take shape of beasts and are big like treeman so represent fauna of athel loren. Dunno what his source was though.

    #givemoreunitsforbrettonia, my bret dlc
  • BjornNorlinderBjornNorlinder Registered Users Posts: 636
  • Giveaway412Giveaway412 Registered Users Posts: 738
    Great post. I think that the Kindreds are the best place to look for new Wood Elf units. A lot of them have interesting descriptions, and some such as the Alter can easily be rolled into earlier lore like Shapechangers. Some of those tree spirits are good ideas as well.

    I'll most likely be making a post later on with my speculation on the new DLC and it'll be nice to compare it to this treasure trove of information.
  • yolordmcswagyolordmcswag Registered Users Posts: 3,482
    The "Treant" from the 6th edition cover is just a treeman, the old models looked like that. Also, just out of curiosity, how do you decide which unit champions make for unit options or not? Almost all units have champions, so I always wondered how some of them were "missing units" while others were not.
  • SeanJeanquoiSeanJeanquoi Registered Users Posts: 3,316
    @yolordmcswag

    I knew they used to look different but I've never seen them look like that in any source

    Old Treemen:




    I suppose it could be an old Treekin with pointy bladed arms:

    Old Treekin:


    Even still, this old design is long since gone and could potentially serve as a basis for a Treant design if CA chose to do so. There are other Old designs like the old Dark Elf Executioners from 6th edition which I'd argue would be ideal for an Executioner lord to help distinguish them from the units, while also giving a throwback to older stuff.
  • eomateomat Junior Member Registered Users Posts: 1,923
    Really hope that we get the different versions of Dryads snd they have a visual look differentiating them from each other. The leaves need to look different.
  • SeanJeanquoiSeanJeanquoi Registered Users Posts: 3,316
    edited September 2020
    @yolordmcswag

    Sorry I forgot to answer your question about unit captains.

    Basically, I went for the ones where it seemed like the roster needed more fleshing out. Their airforce is fairly barren, the faction needs armour piercing, etc.

    Bladesingers was an easy one since it has the most justification to be made, what with it having another dance they could use and a unique niche. People often debate whether or not Shadow Dancers should be a character or a unit, with the inclusion of Bladedancers we get both.

    there didn't seem much point in adding a wild rider, glade rider, treemen, dryad etc unit champ considering there are entirely new units or unit variants that could fill any niche the champ might. Wild Rider champs might be useless when we could get Unicorns or Great Stag knights or something like that.

    Similarly, the Wood Elves have the archer-kite game down already, I'm not sure we need any new units in that department considering they're already the best faction at it and have a fair few variants.
  • KuntingWarriorKuntingWarrior Registered Users Posts: 1,765
    Unbelievable work pal, this is amazing. Thanks.
  • Theo91Theo91 Registered Users Posts: 2,068
    Nice thread! Lots of work has gone into it and it’s an interesting read
  • MaedrethnirMaedrethnir Senior Member Registered Users Posts: 10,641
    Hey CA, I order:

    LL: The Sisters of Twilight
    L: Spellweaver
    H: Shadowdancer

    1. Zoats
    2. Laith-Kourn
    3. Spites - bat or harpy sized
    4. Incarnate Elemental of Something

    And tons of variants for FLC.


    No tips.
    animacja-sygn-3.gif


  • ArneSoArneSo Hamburg, Germany Registered Users Posts: 18,165
    My personal wish:

    DLC:
    - Sisters of Twilight
    - Spellweaver Lord
    - Zoat Wizard Hero
    - Zoat Warriors
    - Laith-Kourn
    - Kinsmen/Wildwood Warden
    - Bladesingers

    Rework:
    - Shadowdancer Hero
    - Arrow variants
    - Dryad aspects
    - Ranged Treeman
    - Melee Hawkriders
    - Melee Gladeriders

    Things I‘m indifferent about:
    - Meadow Chariot (kinda dull)
    - Jungle Cats (meh-ow)
    - Spites (could be a mechanic)

    Things I don’t want:
    - Unicon herds (please no!)
    - Venom Dragon (why just why??)
    - Incarnate Elemental of Beasts (Beastmen)
    - Butterflies and Bees (seriously???)
    Justice for Kiwi123, neodeinos and FungusHound, the mighty Troll Slayers.
  • SeanJeanquoiSeanJeanquoi Registered Users Posts: 3,316
    @ArneSo

    I mostly agree. After doing the work for this post I wouldn't be surprised if the lords are Drycha and Ariel, but I would personally prefer the Sisters.

    I don't think venom dragons, bees or butterflies are actually a thing they've ever had. I believe the most dangerous flying insects reside in Lustria and even then I doubt we'll ever see them. No faction in the game leans toward insects except the Greenskins.

    The Encarnates feel out of place in general (and beasts should probably be Beastmen yeah) I think the leshen is a good moderate alternative to this which fits them better and is a more reasonable ask.
  • MaedrethnirMaedrethnir Senior Member Registered Users Posts: 10,641
    ArneSo said:

    My personal wish:

    DLC:
    - Sisters of Twilight
    - Spellweaver Lord
    - Zoat Wizard Hero
    - Zoat Warriors
    - Laith-Kourn
    - Kinsmen/Wildwood Warden
    - Bladesingers

    Rework:
    - Shadowdancer Hero
    - Arrow variants
    - Dryad aspects
    - Ranged Treeman
    - Melee Hawkriders
    - Melee Gladeriders

    Things I‘m indifferent about:
    - Meadow Chariot (kinda dull)
    - Jungle Cats (meh-ow)
    - Spites (could be a mechanic)

    Things I don’t want:
    - Unicon herds (please no!)
    - Venom Dragon (why just why??)
    - Incarnate Elemental of Beasts (Beastmen)
    - Butterflies and Bees (seriously???)

    DLC side looks rather remodel heavy. Cheap.

    I expect Great Stags, Unicorns etc. in FLC update. They are a low hanging fruit for CA.

    @ArneSo

    I mostly agree. After doing the work for this post I wouldn't be surprised if the lords are Drycha and Ariel, but I would personally prefer the Sisters.

    I don't think venom dragons, bees or butterflies are actually a thing they've ever had. I believe the most dangerous flying insects reside in Lustria and even then I doubt we'll ever see them. No faction in the game leans toward insects except the Greenskins.

    The Encarnates feel out of place in general (and beasts should probably be Beastmen yeah) I think the leshen is a good moderate alternative to this which fits them better and is a more reasonable ask.

    Venom Dragons are simply Emperor Dragon variants of Forest Dragons.

    Incarnate Elemental of Beasts look like something straight out of WE roster. I don't see how a made up unit is a more reasonable task than actually existing model. As for Leshen's lore: Orion gets cremated every year, there are no husks left.
    animacja-sygn-3.gif


  • saweendrasaweendra Registered Users Posts: 10,030

    @ArneSo

    I mostly agree. After doing the work for this post I wouldn't be surprised if the lords are Drycha and Ariel, but I would personally prefer the Sisters.

    I don't think venom dragons, bees or butterflies are actually a thing they've ever had. I believe the most dangerous flying insects reside in Lustria and even then I doubt we'll ever see them. No faction in the game leans toward insects except the Greenskins.

    The Encarnates feel out of place in general (and beasts should probably be Beastmen yeah) I think the leshen is a good moderate alternative to this which fits them better and is a more reasonable ask.

    Incarnate and leshen look similar
    #givemoreunitsforbrettonia, my bret dlc
  • MaedrethnirMaedrethnir Senior Member Registered Users Posts: 10,641

    @ArneSo

    I mostly agree. After doing the work for this post I wouldn't be surprised if the lords are Drycha and Ariel, but I would personally prefer the Sisters.

    I don't think venom dragons, bees or butterflies are actually a thing they've ever had. I believe the most dangerous flying insects reside in Lustria and even then I doubt we'll ever see them. No faction in the game leans toward insects except the Greenskins.

    The Encarnates feel out of place in general (and beasts should probably be Beastmen yeah) I think the leshen is a good moderate alternative to this which fits them better and is a more reasonable ask.

    Incarnate and leshen look similar
    Except Incarnate is a chad like Orion.
    animacja-sygn-3.gif


  • saweendrasaweendra Registered Users Posts: 10,030

    @ArneSo

    I mostly agree. After doing the work for this post I wouldn't be surprised if the lords are Drycha and Ariel, but I would personally prefer the Sisters.

    I don't think venom dragons, bees or butterflies are actually a thing they've ever had. I believe the most dangerous flying insects reside in Lustria and even then I doubt we'll ever see them. No faction in the game leans toward insects except the Greenskins.

    The Encarnates feel out of place in general (and beasts should probably be Beastmen yeah) I think the leshen is a good moderate alternative to this which fits them better and is a more reasonable ask.

    Incarnate and leshen look similar
    Except Incarnate is a chad like Orion.
    Yes the cadness absolutely. But i feel like they will change its name though
    #givemoreunitsforbrettonia, my bret dlc
  • CrossilCrossil Registered Users Posts: 9,962
    edited September 2020
    I just have to wonder what kind of insane logic makes you call it a missing units list and then throw in "CA original units".

    First of all, those are not CA original units, those are units you decided to throw in yourself. CA has not created them. Second of all, how can they be missing if they never were a thing in Warhammer Fantasy? They are not "missing units".

    UNLEASH THE EVERCHARIOT

  • ArneSoArneSo Hamburg, Germany Registered Users Posts: 18,165

    ArneSo said:

    My personal wish:

    DLC:
    - Sisters of Twilight
    - Spellweaver Lord
    - Zoat Wizard Hero
    - Zoat Warriors
    - Laith-Kourn
    - Kinsmen/Wildwood Warden
    - Bladesingers

    Rework:
    - Shadowdancer Hero
    - Arrow variants
    - Dryad aspects
    - Ranged Treeman
    - Melee Hawkriders
    - Melee Gladeriders

    Things I‘m indifferent about:
    - Meadow Chariot (kinda dull)
    - Jungle Cats (meh-ow)
    - Spites (could be a mechanic)

    Things I don’t want:
    - Unicon herds (please no!)
    - Venom Dragon (why just why??)
    - Incarnate Elemental of Beasts (Beastmen)
    - Butterflies and Bees (seriously???)

    DLC side looks rather remodel heavy. Cheap.

    I expect Great Stags, Unicorns etc. in FLC update. They are a low hanging fruit for CA.

    @ArneSo

    I mostly agree. After doing the work for this post I wouldn't be surprised if the lords are Drycha and Ariel, but I would personally prefer the Sisters.

    I don't think venom dragons, bees or butterflies are actually a thing they've ever had. I believe the most dangerous flying insects reside in Lustria and even then I doubt we'll ever see them. No faction in the game leans toward insects except the Greenskins.

    The Encarnates feel out of place in general (and beasts should probably be Beastmen yeah) I think the leshen is a good moderate alternative to this which fits them better and is a more reasonable ask.

    Venom Dragons are simply Emperor Dragon variants of Forest Dragons.

    Incarnate Elemental of Beasts look like something straight out of WE roster. I don't see how a made up unit is a more reasonable task than actually existing model. As for Leshen's lore: Orion gets cremated every year, there are no husks left.
    - Zoats:
    New skeleton, model + Animation

    - Laith-Kourn:
    Shapeshifting animations could be expensive to make

    - Kinsmen/Wildwood Warden:
    easy low effort infantry

    - Bladesingers:
    Easy Low Effort Infantry

    Considering that SoT would be quite expensive to make I could live with Zoats being the centrepiece unit of the pack.
    Justice for Kiwi123, neodeinos and FungusHound, the mighty Troll Slayers.
  • saweendrasaweendra Registered Users Posts: 10,030
    ArneSo said:

    ArneSo said:

    My personal wish:

    DLC:
    - Sisters of Twilight
    - Spellweaver Lord
    - Zoat Wizard Hero
    - Zoat Warriors
    - Laith-Kourn
    - Kinsmen/Wildwood Warden
    - Bladesingers

    Rework:
    - Shadowdancer Hero
    - Arrow variants
    - Dryad aspects
    - Ranged Treeman
    - Melee Hawkriders
    - Melee Gladeriders

    Things I‘m indifferent about:
    - Meadow Chariot (kinda dull)
    - Jungle Cats (meh-ow)
    - Spites (could be a mechanic)

    Things I don’t want:
    - Unicon herds (please no!)
    - Venom Dragon (why just why??)
    - Incarnate Elemental of Beasts (Beastmen)
    - Butterflies and Bees (seriously???)

    DLC side looks rather remodel heavy. Cheap.

    I expect Great Stags, Unicorns etc. in FLC update. They are a low hanging fruit for CA.

    @ArneSo

    I mostly agree. After doing the work for this post I wouldn't be surprised if the lords are Drycha and Ariel, but I would personally prefer the Sisters.

    I don't think venom dragons, bees or butterflies are actually a thing they've ever had. I believe the most dangerous flying insects reside in Lustria and even then I doubt we'll ever see them. No faction in the game leans toward insects except the Greenskins.

    The Encarnates feel out of place in general (and beasts should probably be Beastmen yeah) I think the leshen is a good moderate alternative to this which fits them better and is a more reasonable ask.

    Venom Dragons are simply Emperor Dragon variants of Forest Dragons.

    Incarnate Elemental of Beasts look like something straight out of WE roster. I don't see how a made up unit is a more reasonable task than actually existing model. As for Leshen's lore: Orion gets cremated every year, there are no husks left.
    - Zoats:
    New skeleton, model + Animation

    - Laith-Kourn:
    Shapeshifting animations could be expensive to make

    - Kinsmen/Wildwood Warden:
    easy low effort infantry

    - Bladesingers:
    Easy Low Effort Infantry

    Considering that SoT would be quite expensive to make I could live with Zoats being the centrepiece unit of the pack.
    Dragon orgers exisit so new remodel, they use two hand club so same animations, only need casting animations.
    #givemoreunitsforbrettonia, my bret dlc
  • ArneSoArneSo Hamburg, Germany Registered Users Posts: 18,165

    ArneSo said:

    ArneSo said:

    My personal wish:

    DLC:
    - Sisters of Twilight
    - Spellweaver Lord
    - Zoat Wizard Hero
    - Zoat Warriors
    - Laith-Kourn
    - Kinsmen/Wildwood Warden
    - Bladesingers

    Rework:
    - Shadowdancer Hero
    - Arrow variants
    - Dryad aspects
    - Ranged Treeman
    - Melee Hawkriders
    - Melee Gladeriders

    Things I‘m indifferent about:
    - Meadow Chariot (kinda dull)
    - Jungle Cats (meh-ow)
    - Spites (could be a mechanic)

    Things I don’t want:
    - Unicon herds (please no!)
    - Venom Dragon (why just why??)
    - Incarnate Elemental of Beasts (Beastmen)
    - Butterflies and Bees (seriously???)

    DLC side looks rather remodel heavy. Cheap.

    I expect Great Stags, Unicorns etc. in FLC update. They are a low hanging fruit for CA.

    @ArneSo

    I mostly agree. After doing the work for this post I wouldn't be surprised if the lords are Drycha and Ariel, but I would personally prefer the Sisters.

    I don't think venom dragons, bees or butterflies are actually a thing they've ever had. I believe the most dangerous flying insects reside in Lustria and even then I doubt we'll ever see them. No faction in the game leans toward insects except the Greenskins.

    The Encarnates feel out of place in general (and beasts should probably be Beastmen yeah) I think the leshen is a good moderate alternative to this which fits them better and is a more reasonable ask.

    Venom Dragons are simply Emperor Dragon variants of Forest Dragons.

    Incarnate Elemental of Beasts look like something straight out of WE roster. I don't see how a made up unit is a more reasonable task than actually existing model. As for Leshen's lore: Orion gets cremated every year, there are no husks left.
    - Zoats:
    New skeleton, model + Animation

    - Laith-Kourn:
    Shapeshifting animations could be expensive to make

    - Kinsmen/Wildwood Warden:
    easy low effort infantry

    - Bladesingers:
    Easy Low Effort Infantry

    Considering that SoT would be quite expensive to make I could live with Zoats being the centrepiece unit of the pack.
    Dragon orgers exisit so new remodel, they use two hand club so same animations, only need casting animations.
    Elves exist so every single Elven HE or DE unit doesn’t need new animations. Now take a look at executioners and Swordmasters.

    Kroxigors exist as well so the Sacret One doesn’t need new animations right? Well wrong it got new animations...

    Trolls exist too and now take a look at River Trolls...

    Should I continue? I have many more examples.

    So weak argumentation like usual. You are free to try again. 😊
    Justice for Kiwi123, neodeinos and FungusHound, the mighty Troll Slayers.
  • YrellianYrellian Registered Users Posts: 1,645
    You are missing chariots and the three remaing special characters from the 4th edition armybook (Thalandor, Sceolan and Gruarth)

    His Royal Highness, Phoenix King Finubar!

    "It has been too long since I drew a blade in anger, Tyrion. You have been my sword, and Teclis has been my shield. But now it is time I fought my own battles!"

    I used to be crazycrix, then Epic happened and I became Dubinekdubajs, which I had to change again😀
  • saweendrasaweendra Registered Users Posts: 10,030
    ArneSo said:

    ArneSo said:

    ArneSo said:

    My personal wish:

    DLC:
    - Sisters of Twilight
    - Spellweaver Lord
    - Zoat Wizard Hero
    - Zoat Warriors
    - Laith-Kourn
    - Kinsmen/Wildwood Warden
    - Bladesingers

    Rework:
    - Shadowdancer Hero
    - Arrow variants
    - Dryad aspects
    - Ranged Treeman
    - Melee Hawkriders
    - Melee Gladeriders

    Things I‘m indifferent about:
    - Meadow Chariot (kinda dull)
    - Jungle Cats (meh-ow)
    - Spites (could be a mechanic)

    Things I don’t want:
    - Unicon herds (please no!)
    - Venom Dragon (why just why??)
    - Incarnate Elemental of Beasts (Beastmen)
    - Butterflies and Bees (seriously???)

    DLC side looks rather remodel heavy. Cheap.

    I expect Great Stags, Unicorns etc. in FLC update. They are a low hanging fruit for CA.

    @ArneSo

    I mostly agree. After doing the work for this post I wouldn't be surprised if the lords are Drycha and Ariel, but I would personally prefer the Sisters.

    I don't think venom dragons, bees or butterflies are actually a thing they've ever had. I believe the most dangerous flying insects reside in Lustria and even then I doubt we'll ever see them. No faction in the game leans toward insects except the Greenskins.

    The Encarnates feel out of place in general (and beasts should probably be Beastmen yeah) I think the leshen is a good moderate alternative to this which fits them better and is a more reasonable ask.

    Venom Dragons are simply Emperor Dragon variants of Forest Dragons.

    Incarnate Elemental of Beasts look like something straight out of WE roster. I don't see how a made up unit is a more reasonable task than actually existing model. As for Leshen's lore: Orion gets cremated every year, there are no husks left.
    - Zoats:
    New skeleton, model + Animation

    - Laith-Kourn:
    Shapeshifting animations could be expensive to make

    - Kinsmen/Wildwood Warden:
    easy low effort infantry

    - Bladesingers:
    Easy Low Effort Infantry

    Considering that SoT would be quite expensive to make I could live with Zoats being the centrepiece unit of the pack.
    Dragon orgers exisit so new remodel, they use two hand club so same animations, only need casting animations.
    Elves exist so every single Elven HE or DE unit doesn’t need new animations. Now take a look at executioners and Swordmasters.

    Kroxigors exist as well so the Sacret One doesn’t need new animations right? Well wrong it got new animations...

    Trolls exist too and now take a look at River Trolls...

    Should I continue? I have many more examples.

    So weak argumentation like usual. You are free to try again. 😊
    What about stone trolls, silverin guard, Rangers, arcane Phoenix , there is ton of other units that share assets
    and remind me what new wire frame does executioner and sword master use. I thought its the exact same wire frame. But cosmetics are different with may be a new animation or two.


    Your confusing model for wire frame. New model does not always equal to wire frame. And for CA making a new wire frame is the hardest.
    Hence why didn't get new wire frame for HE griffon, i remember you guys correcting me it will be different. What we got was color scheme update and head remodel.
    #givemoreunitsforbrettonia, my bret dlc
  • MaedrethnirMaedrethnir Senior Member Registered Users Posts: 10,641
    ArneSo said:

    ArneSo said:

    My personal wish:

    DLC:
    - Sisters of Twilight
    - Spellweaver Lord
    - Zoat Wizard Hero
    - Zoat Warriors
    - Laith-Kourn
    - Kinsmen/Wildwood Warden
    - Bladesingers

    Rework:
    - Shadowdancer Hero
    - Arrow variants
    - Dryad aspects
    - Ranged Treeman
    - Melee Hawkriders
    - Melee Gladeriders

    Things I‘m indifferent about:
    - Meadow Chariot (kinda dull)
    - Jungle Cats (meh-ow)
    - Spites (could be a mechanic)

    Things I don’t want:
    - Unicon herds (please no!)
    - Venom Dragon (why just why??)
    - Incarnate Elemental of Beasts (Beastmen)
    - Butterflies and Bees (seriously???)

    DLC side looks rather remodel heavy. Cheap.

    I expect Great Stags, Unicorns etc. in FLC update. They are a low hanging fruit for CA.

    @ArneSo

    I mostly agree. After doing the work for this post I wouldn't be surprised if the lords are Drycha and Ariel, but I would personally prefer the Sisters.

    I don't think venom dragons, bees or butterflies are actually a thing they've ever had. I believe the most dangerous flying insects reside in Lustria and even then I doubt we'll ever see them. No faction in the game leans toward insects except the Greenskins.

    The Encarnates feel out of place in general (and beasts should probably be Beastmen yeah) I think the leshen is a good moderate alternative to this which fits them better and is a more reasonable ask.

    Venom Dragons are simply Emperor Dragon variants of Forest Dragons.

    Incarnate Elemental of Beasts look like something straight out of WE roster. I don't see how a made up unit is a more reasonable task than actually existing model. As for Leshen's lore: Orion gets cremated every year, there are no husks left.
    - Zoats:
    New skeleton, model + Animation

    - Laith-Kourn:
    Shapeshifting animations could be expensive to make

    - Kinsmen/Wildwood Warden:
    easy low effort infantry

    - Bladesingers:
    Easy Low Effort Infantry

    Considering that SoT would be quite expensive to make I could live with Zoats being the centrepiece unit of the pack.
    - What kasu-chan said, Zoats will most probably reuse DO heavily.

    - Laith-Kourn will arrive in their final, animalistic form. Not even Malus has shapeshifting animation.

    I doubt SoT will be more expensive to make than Grom or Skarsnik.
    ArneSo said:

    ArneSo said:

    ArneSo said:

    My personal wish:

    DLC:
    - Sisters of Twilight
    - Spellweaver Lord
    - Zoat Wizard Hero
    - Zoat Warriors
    - Laith-Kourn
    - Kinsmen/Wildwood Warden
    - Bladesingers

    Rework:
    - Shadowdancer Hero
    - Arrow variants
    - Dryad aspects
    - Ranged Treeman
    - Melee Hawkriders
    - Melee Gladeriders

    Things I‘m indifferent about:
    - Meadow Chariot (kinda dull)
    - Jungle Cats (meh-ow)
    - Spites (could be a mechanic)

    Things I don’t want:
    - Unicon herds (please no!)
    - Venom Dragon (why just why??)
    - Incarnate Elemental of Beasts (Beastmen)
    - Butterflies and Bees (seriously???)

    DLC side looks rather remodel heavy. Cheap.

    I expect Great Stags, Unicorns etc. in FLC update. They are a low hanging fruit for CA.

    @ArneSo

    I mostly agree. After doing the work for this post I wouldn't be surprised if the lords are Drycha and Ariel, but I would personally prefer the Sisters.

    I don't think venom dragons, bees or butterflies are actually a thing they've ever had. I believe the most dangerous flying insects reside in Lustria and even then I doubt we'll ever see them. No faction in the game leans toward insects except the Greenskins.

    The Encarnates feel out of place in general (and beasts should probably be Beastmen yeah) I think the leshen is a good moderate alternative to this which fits them better and is a more reasonable ask.

    Venom Dragons are simply Emperor Dragon variants of Forest Dragons.

    Incarnate Elemental of Beasts look like something straight out of WE roster. I don't see how a made up unit is a more reasonable task than actually existing model. As for Leshen's lore: Orion gets cremated every year, there are no husks left.
    - Zoats:
    New skeleton, model + Animation

    - Laith-Kourn:
    Shapeshifting animations could be expensive to make

    - Kinsmen/Wildwood Warden:
    easy low effort infantry

    - Bladesingers:
    Easy Low Effort Infantry

    Considering that SoT would be quite expensive to make I could live with Zoats being the centrepiece unit of the pack.
    Dragon orgers exisit so new remodel, they use two hand club so same animations, only need casting animations.
    Elves exist so every single Elven HE or DE unit doesn’t need new animations. Now take a look at executioners and Swordmasters.

    Kroxigors exist as well so the Sacret One doesn’t need new animations right? Well wrong it got new animations...

    Trolls exist too and now take a look at River Trolls...

    Should I continue? I have many more examples.

    So weak argumentation like usual. You are free to try again. 😊
    Yes, but Zoats and Dragon Ogres share weapon type.

    The closest comparison would be between SM and HGE, while their idle and running animations and poses are different, they do share the same combat animations.
    animacja-sygn-3.gif


  • ArneSoArneSo Hamburg, Germany Registered Users Posts: 18,165

    ArneSo said:

    ArneSo said:

    ArneSo said:

    My personal wish:

    DLC:
    - Sisters of Twilight
    - Spellweaver Lord
    - Zoat Wizard Hero
    - Zoat Warriors
    - Laith-Kourn
    - Kinsmen/Wildwood Warden
    - Bladesingers

    Rework:
    - Shadowdancer Hero
    - Arrow variants
    - Dryad aspects
    - Ranged Treeman
    - Melee Hawkriders
    - Melee Gladeriders

    Things I‘m indifferent about:
    - Meadow Chariot (kinda dull)
    - Jungle Cats (meh-ow)
    - Spites (could be a mechanic)

    Things I don’t want:
    - Unicon herds (please no!)
    - Venom Dragon (why just why??)
    - Incarnate Elemental of Beasts (Beastmen)
    - Butterflies and Bees (seriously???)

    DLC side looks rather remodel heavy. Cheap.

    I expect Great Stags, Unicorns etc. in FLC update. They are a low hanging fruit for CA.

    @ArneSo

    I mostly agree. After doing the work for this post I wouldn't be surprised if the lords are Drycha and Ariel, but I would personally prefer the Sisters.

    I don't think venom dragons, bees or butterflies are actually a thing they've ever had. I believe the most dangerous flying insects reside in Lustria and even then I doubt we'll ever see them. No faction in the game leans toward insects except the Greenskins.

    The Encarnates feel out of place in general (and beasts should probably be Beastmen yeah) I think the leshen is a good moderate alternative to this which fits them better and is a more reasonable ask.

    Venom Dragons are simply Emperor Dragon variants of Forest Dragons.

    Incarnate Elemental of Beasts look like something straight out of WE roster. I don't see how a made up unit is a more reasonable task than actually existing model. As for Leshen's lore: Orion gets cremated every year, there are no husks left.
    - Zoats:
    New skeleton, model + Animation

    - Laith-Kourn:
    Shapeshifting animations could be expensive to make

    - Kinsmen/Wildwood Warden:
    easy low effort infantry

    - Bladesingers:
    Easy Low Effort Infantry

    Considering that SoT would be quite expensive to make I could live with Zoats being the centrepiece unit of the pack.
    Dragon orgers exisit so new remodel, they use two hand club so same animations, only need casting animations.
    Elves exist so every single Elven HE or DE unit doesn’t need new animations. Now take a look at executioners and Swordmasters.

    Kroxigors exist as well so the Sacret One doesn’t need new animations right? Well wrong it got new animations...

    Trolls exist too and now take a look at River Trolls...

    Should I continue? I have many more examples.

    So weak argumentation like usual. You are free to try again. 😊
    What about stone trolls, silverin guard, Rangers, arcane Phoenix , there is ton of other units that share assets
    and remind me what new wire frame does executioner and sword master use. I thought its the exact same wire frame. But cosmetics are different with may be a new animation or two.


    Your confusing model for wire frame. New model does not always equal to wire frame. And for CA making a new wire frame is the hardest.
    Hence why didn't get new wire frame for HE griffon, i remember you guys correcting me it will be different. What we got was color scheme update and head remodel.
    Yes those doesn’t got new animations. A Stone Troll looks exactly the same as a basic Troll. They are part of the same race. They are the same species.

    Rangers and Silverin Guard would be comparable with Bladesingers and Kinsmen. Cheap infantry units. Easy to add and cheap to make. A HE spearmen is a HE Spearmen why wasting resources for new animations? Absolutely stupid and pointless. It’s still a spearmen with pointy ears. Doesn’t Matter if he wears heavy armour or not.

    Rangers should’ve got the animations of Shadows-walkers instead of Corsairs, never understand why CA went that rout...

    A Zoat is no chaos creature and has bound spells so it should definitely get entirely new animations. It’s an entirely different species and comparing it with Chaos Ogres would be like comparing Swordmasters of Hoeth with Chaos Chosen... it doesn’t make any sense. So please stop with your dumb argumentation. Thanks.
    Justice for Kiwi123, neodeinos and FungusHound, the mighty Troll Slayers.
  • SeanJeanquoiSeanJeanquoi Registered Users Posts: 3,316
    @Maedrethnir

    Leshens are kings/guardians of the forest in folklore and directly inspired the design of the Elven god Kurnous.

    The Incarnate of Beasts is more akin to a Daemon of Chaos, Its a being of magic that does not exist in the mortal realm naturally. Rather, it must be summoned via horrible bloody rituals.

    Kurnous and Athel Rema are the closest the Elves get to being savage hunters and even then, like Taal, both Elven gods respect the sanctity of the hunt and nature.

    The Incarnate is an afront to nature, its not just an amalgamation of hunters, its a cruel, savage and mostly evil abomination from the warp.

    In its Monstrous Arcanum entry, it explicitly states that the Beastmen Brey Shamans are some of the only creatures who know how to summon this Daemon and the only ones who typically do. Anything that the Beastmen use in their roster is something the Wood Elves wouldn't touch with a ten foot pole.

    Also it looks more in line with things like Preytons; twisted reflections of the more noble and natural wood elves. Remember, both factions are reflections of the same people, culture and stories (the Celts mainly) which is why GW put the two factions at odds in the first place. The Beastmen are the dark shadowy reflection of the Wood Elves, which is why they fight so much and why something like the Incarnate may, at first, appear somewhat Wood Elf when its really a Beastmen creature.


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