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==Outer Kingdoms== The outer kingdoms of Ulthuan lie outside the Annulii Mountains, and are generally the targets of Dark Elf and Warriors of Chaos raids. All of them are battered constantly by their foes, and have been toughened to the point where they are most accustomed to warfare. As such, elves from these kingdoms tend to be gruff and lack the niceties and general elfyness of the inner kingdoms. [[Image:Tiranoc.jpg|left|thumb|350px|]] ===Tiranoc=== Tiranoc used to be a nice place, prior to the end of the Golden Age. They colonized the lands that would later become Naggaroth, every elf Prince was Uncle Scrooge, and their craftsmen were so glorious they could make wardrobes that functioned like Bags of Holding and crush salt with dandelions like a TES character to make a healing potion (doing all of this BEFORE adding magic). But then shit went down. Tiranoc suffered greatly from Daemons, bearing the blunt of the Nurgle Daemon invasions. Aenarion gave little fucks and stuck to killing Slaanesh and Khorne Daemons, leaving Tiranoc to mostly deal with its own backyard. Things got worse. The creation of the vortex in the middle of Ulthuan's inner seas caused the ocean to batter Tiranoc, sweeping hundreds of thousands of elves to drown (I dare you to make a Japan joke). Then during the civil war between the newly founded Druchii and the Asur, the Dark Elves took the remaining colonies of Tiranoc and used them as a new homeland, and when Malekith fucked with the magic vortex most of Tiranoc sunk beneath the ocean leaving only the (mostly unpopulated) lands closest to the Annulii. Tiranoc has rebuilt itself, but the other kingdoms (Caledor, Saphery, Eataine, and Cothique primarily) have far surpassed it. After Nagarythe High Elves, Tiranoc High Elves have the most hate for Dark Elves. Tiranoc is primarily a horse-focused nation, having herds similar to those found in Ellyrion. But while Ellyrionese (Ellyrionish?) elves ride horseback, the more refined and structured Tiranoc elves focus on chariots. The maritime traditions never truly faded in Tiranoc either, and thus Tiranoc armies are very disciplined and very mobile forces that can cross land and sea quickly. Tiranoc colors tend to be springtime ones, with lots of greens and yellows and bright blues. Symbols tend for favor two designs: five spoked wheels which have the dual purpose of representing the chariots, and displaying their "what goes around comes around" attitude towards their hatred for Dark Elves as well as the belief they will rise in power again. Seahawks and falcons are shown on some flags, representing freedom power and majesty. Lothern Seaguard as Tiranoc Marines are appropriate. The fluff states that while they have Silver Helms, most are nobility in decline who can no longer afford chariots. Reavers as such would be even further down the slope, as Tiranoc nobility who can no longer even afford a full suit of armor and barding. White Lions, Swordmasters, Shadow Warriors, and Phoenix Guard all have the usual reasons for being in the army but are not particularly any more appropriate than that. Dragon Princes might represent nobility who have begun to regain their prestige, but either cannot yet afford a chariot or have taken to combat from the back of a horse too well to change their style (fielding the Dragon Prince models might not be the best option if you feel you can modify Silver Helm minis to look better armored). Otherwise, the close proximity of Tiranoc to Caledor and their similar attitudes give enough reason for Caledorians to assist them. Skycutters of Lothern are nice for a Tiranoc Marine feel, and they are complimentary with Tiranoc strategies as well. Bolt Throwers are too stationary for a Tiranoc list, which should be mostly cavalry. Great Eagles are a nice option, but Phoenixes are in doubt as there's no mention in the fluff that they would be around naturally (but there's little reason not to bring them if you really want to). Sisters of Avelorn are perhaps a bit too stationary to be Tiranoc maidens, and Avelorn is quite a ways away from Tiranoc. Princes do best mounted on horses, eagles, or chariots. Dragons are perhaps a bit too fancy unless it's a Caledorian lending assistance (a Caledorian outranking your highest ranked Tiranoc elf may also lend to that "fall from grace" theme). Archmages are not outlandish in Tiranoc. Anointed of Asuryan would show up if there's a reason for any Phoenix Guard to be there, otherwise leave him at home. Loremasters are a bit far from Saphery, unless Tiranoc is their homeland. Of course Sea Masters fit the theme of Tiranoc Marines. [[Image:Nagarythe.jpg|right|thumb|350px|]] ===Shadowlands=== Welcome to Elf New Jersey, capital Elf Detroit. Formerly named Nagarythe, this was the homeland of [[Malekith]] and most of the [[Dark Elves (Warhammer Fantasy Battle)|Dark Elves]], and as a result it's been the front line of the war between the two for most of its modern history. The current population is the elves of Nagarythe who stayed loyal to the Phoenix King during the war, and became more or less guerrilla revolutionaries who have suffered greatly at the hands of the Druchii. In appearance, the Shadowlands resemble every "bad place" fantasy picture ever, with tall cliffs of spiky rocks, dead black forests full of thorns and brambles, volcanoes (not the kind the Caledor dragons roost in, more like the kind that tribals sacrifice virgins in), and swamps everywhere. The land itself is bitter, mostly getting the Winds of Magic the Waystones draw in from Naggaroth and all the bad shit they use magic for flowing through everything. The land isn't aligned with the Druchii though, apparently invading Dark Elf forces get picked off one by one by various things as they cross through the Shadowlands, and the trees that the Shadow Warriors make their arrows out of feel smooth but inside a Druchii body, it grows spikes to ensure that taking that thing out will HURT and possibly cause death from a shot to the knee. The people of Nagarythe aren't much different from the Druchii if truth be told, they spend a good chunk of their time thinking about ways to kill or torture THEN kill Dark Elves they find (at least they aren't slavers or Chaos-aligned though). They take no prisoners, ever, and to supplant their population they steal babies from the Dark Elves (which is what the Dark Elves do to the other kingdoms of Ulthuan every chance they get). "Eye for an eye makes YOU blind, and that's the only thing that matters" is the motto of their team. Most of the land is in ruins from the many battles and due to the magic backlash caused by Malekith wend he attempted to undo the Vortex. Most of the elven population are Shadow Warriors, the youngest doing patrols through the lands and killing any Dark Elf beasties, raiding parties, or similar hostiles they see. The experienced ones man lookout posts alongside non-Nagarythe patrols from the other kingdoms, infiltrate the other kingdoms to do counter-intelligence on Druchii spies or assassins, and the best of the best give the Dark Elves in Naggaroth a taste of their own medicine by raiding the coastlines, poisoning food supplies, and generally making the coastal towns fear the high Elves. Nagarythe troops are difficult to paint, since you want to have Dark Elf looking High Elves without them looking like Dark Elves. Old editions had generic symbols, like High Elf runes or stars on black backgrounds or themes other armies used but on black and with more subtle colors. 8th revealed the heraldry of Nagarythe is a black crow against the twin moons in a night sky. Badasses who are looking for a fight wear a lot of red and black to symbolize the violence they bring to Druchii, the rest favor black or camouflage colors. Unlike most armies here, a Nagarythe-themed game would probably work best if you used Mordheim's ruleset due to the smaller scale. If you want to field a full Nagarythe army however, there's two main options. The first involves anything that can pass as Shadow Warriors but at different stages of their training, the second involves the Shadow Warriors fighting alongside the garrison of a sentry post along the shores that watches for a Druchii invasion army and thus could include anything in whatever colors. Alith Anar should be included whenever possible. Characters should be left unmounted usually, or modifications to the mount should be made to fit the theme (turning a Giant Eagle or Gryphon into a giant crow/buzzard or a very battle-scarred version of what it is). Gear your Princes and Nobles with bows, and make their magic items high-damage close combat oriented. Mages and Archmages should be in the Death or Shadow lores usually (the only High Elf list where those are truly appropriate). Anointed work if themed for one of the nastier High Elf gods (not Khaine, even the Shadow Warriors don't worship him). Sea Helms should be High Elf pirate captains or shore patrolmen along with the Seaguard to match. Unless shit REALLY hits the fan, the Everqueen and her forces would die before entering the Shadowlands. For core, go for things that can be themed as Shadow Warriors in training (Archers, Lothern Seaguard, Ellyrian Reavers) as well as Silver Helms (which are rare to find, but still exist although the Heraldry book makes specific mention that each one had black dominantly on their shield as they are trying to wipe out the traitorous aspects of their family histories from the civil war and forge new family names and reputations). White Lions are likely to be in the Shadowlands if hunting monsters, or Swordmasters if they are hunting down members of the Cult of Pleasure or any other Dark Elf spies the Shadow Warriors haven't taken care of yet. Dragon Princes work as a heavy version of the Nagarythe Silver Helms, and Phoenix Guard showing up is more of an indication of how fucked up things are about to get for your army. Really, you should load up all Special choices in Shadow Warriors though. Tiranoc Chariots work okay thematically, but since they're not very stealthy most Nagarythe would not use them. The only rare choices that line up with the theme are the Frostheart Phoenix if you favor a "desolation" theme. Bolt Throwers are something Nagarythe would bear against their foes gladly, but don't invest in them if you could take more Shadow Warriors instead. [[Image:Chrace.jpg|left|thumb|350px|]] ===Chrace=== Prior to the Golden Age, Chrace was the backwoods. Elves who got sick of the city and wanted to return to Asuyranist fundamentalism and brew moonshine went to the giant forests of Chrace to isolate themselves from liberals. Then shit hit the fan twice, and suddenly Chrace was the easiest shore in Ulthuan for Dark Elves and Warriors of Chaos to reach. So as a result, the local elves (most of whom had been woodcutters and livestock fuckers) became one of the most badass forces in Ulthuan. The sound of 'Dueling Lutes' inspires fear into the foes of Ulthuan. After saving the third Phoenix King from Dark Elf Assassins en route to being crowned, he gave the people of Chrace his direct permission to become murderhobos and do whatever the fuck they felt needed to be done. They also receive government funding (wellfare) so they can afford the best shit out there, things normally reserved for Nobles and Princes are available to the commonfolk who are just badass enough to earn it. The best of the best of the Chracians seek to become White Lions of Chrace, and kill one of the local White Lions by themself. If they succeed, they wear the magical pelt till the end of their days and become bodyguards for important elves throughout Ulthuan as well as minutemen at the borders of Ulthuan keeping monsters and wetbacked Humans and Dwarfs from entering the land. The REALLY badass elves will tame a White Lion or raise one from infancy to pull a White Lion Chariot. Chrace favors a red and white theme with hints of yellow. White Lions are their heraldry, with the best images being a lion head in gold depicting the first White Lion called "Rahagra". Some designs depict the axes used by White Lions of Chrace, or the axe denoting the station of Head of the White Lions (the one carried by Korhil). Soldiers who have gone to the aid of a fallen or isolated comrade are allowed to hang red ribbons from themselves and their gear, which is the mark of a badass. Chrace has a lot of archers who flit between the trees and nail enemies, so you should be sure to take some. Probably a no on the Seaguard or Silver Helms, maybe on the Reavers if you need them since they're just mounted archers. Your whole Special slot should be White Lions. Bar none. Unless you're using Shadow Warriors as Chracian Archers. Rare choices could include some wayward Sisters of Avelorn or Eagles. Phoenixes are not too outlandish in this list. Archmages and Princes are fine as are their lesser incarnates among the heroes. Skip the others. [[Image:Cothique.jpg|right|thumb|350px|]] ===Cothique=== Ever taken a trip to the Pacific Northwestern United States, Wales, or southern Norway? That's Cothique. Miles of rocky treacherous coast covered in mist, dense forests made of huge trees, gray skies that can't decide whether to rain or give up and become sunny, and short stretches of flatland ending in rocky hills leading to mountains. Cothique is chilly most of the year, but to the elves of other kingdoms used to winter being a 1 degree drop in temperature it's freezing. The waters of Cothique have more seamonsters than the rest of the world (some of which are loyal to the elves, some are not). After Malekith damaged the continent at the height of the first war between the Dark Elves and High Elves Cothique's coastline dropped and the beaches and surrounding areas fell beneath the sea along with the settlements, many of which were the largest in Cothique at the time. Since then the waters receded and many are now partially or fully above the water again. The elves inside these doomed places drowned quickly, and their ghosts remained. During times invasion these spirits don armor and attack landing enemies to soften them up for the living defenders of the coasts. The main thing to know about the Cothiquens is this: they are THE best sailors in the world. Lothern may boast bigger ships and fancier armor, but the Lothern Seaguard only defend Ulthuan and escort important figures. If you want to actually travel from Ulthuan to the outside world, you come to Cothique. Even Finubar with all his hometown pride and the Everqueen with her dedicated nation sail with Cothique sailors. Cothique elves patrol the waters of the world, updating maps and trading and exploring and attacking any hostile forces or seamonsters they encounter. They're the murderhobos of the ocean. Most information, be it news or gossip, about the outside world comes to Cothique before any other elven realm. Cothique buildings are grand, but not elaborate. Each building is built almost dwarf-like (iceberg is perhaps a better description) where what is above only hints at what is below. There's a lot of wealth and artifacts held within vaults in Cothique from the world over, even more within the ghostly mansions where living elves avoid. During times of invasion, most kingdoms send refugees to Cothique where the mansion of a single Prince can feed and house the population of entire cities in other kingdoms comfortably. Although Cothique itself is constantly being invaded, the combination of elves so toughened and stubborn that Dwarfs give them respect with the seamonsters and elven ghosts diminishing the hostile force has ensured Cothique has never been lost or even occupied. Generally speaking, Cothique Seaguard are not the same as Lothern Seaguard: LSG practice in both bow and spear to fight from the broad decks of their Dragon Ships while Cothique Seaguard simply fight as more badass Archers and Spearmen (the former on-board the sleek Eagle Ships, the latter as boarding parties). Cothique boasts something no other navy in the world has: shipboard cavalry. Their Silver Helms train the horses of Cothique to stay standing on the wet deck of a ship that is tossing and turning in the waves, and to leap vast distances and board enemy ships to trample and lance every living thing on it (let's see those Ellyrian or Caledorian bastards even stay standing on a ship upon choppy waves at all). Cothique also fields more Skycutters than Lothern does, which patrol the coasts for enemies and seamonsters. In times of war, Cothique forces tend to stage hit and run attacks and employ trickery that many elves (other than those of Nagarythe) would consider dishonorable. Finally, it's worth noting that the elven god Mathlann (who's portfolio is the ocean, he's the pointy eared bastard version of Poseidon) is considered a hostile god by all 3 races of elves, but Cothiquen elves revere him as their patron and protector. Cothique colors are the entire blue range (especially the ones with hints of green like turquoise and sea green) instead of just the standard elven blue, yellow, and red. They use any symbol that can be related to the sea like seagulls, octopi, seashells, waves, fish, seamonsters, and so on. Their kingdom heraldry is a seagull on a yellow morning sky above lightly colored waves, but the symbol of Mathlann is also acceptable. Since Cothique is the kingdom that will transport you away from Ulthuan, any army theme you think would be fighting somewhere else in the world could have something in Cothique colors marching with it, or vice versa if you want your Cothique army to include non-Cothique things. Speaking specifically about things to be found in Cothique all core choices are acceptable, but Silver Helms and Spearmen/Archers are the best choices. All Lords and Heroes are acceptable, but the Anointed should be a priest of Mathlann instead of Asuryan. <strike>Lothern</strike> Cothique Sea Helms are probably the best choice. Chrace shares a border with Cothique and the two groups of elves have similar outlooks, and thus Chracians are very appropriate in a Cothique force. Swordmasters have no real reason to be in Cothique, nor do Shadow Warriors as the Cothiquens are good at rooting out Dark Elves on their own. Phoenix Guard should be refitted to serve Mathlann instead. Dragon Princes of Caledor are perhaps the opposite in personality and temperament to a Cothiquen elf but as Seaserpent Princes of Cothique make a good option. Avelorn shares a border with Cothique as well, and the archery traditions are strong in both. Bolt Throwers and Skycutters are staples to Cothique, and Great Eagles have many roosts in the rocky coastal cliffs. The coldness of the coast is bad for Flamespyre Phoenixes, but Frostheart Phoenixes would have nothing to fear. [[Image:Yvresse.jpg|left|thumb|350px|]] ===Yvresse=== Everything found in Cothique can also be found in Yvresse, but amped up to 10. Mists don't just hang over the water, they cover the landscape. The coast isn't just rocky, it's surrounded by islands that move like barges and sink anything coming from the water and is rimmed by small mountains more than it is by cliff faces. Yvresses evergreen forests are more like wooden walls stretching for hundreds of miles at a time. While Cothique has seamonsters in it's waters, Daemons dedicated to lesser Chaos Gods somehow find their way into the world from Yvresse's mists and attempt to swim or fly to shore. As such, Yvresse doesn't have towns as much as it does outposts and has fortresses instead of cities. The constant exposure to such things makes Yvresse elves almost as fearless and grim as Phoenix Guard. While much more fearsome, Yvresse is considered livable by other elves that would call Cothique barren due to having a warmer climate, but most would rather avoid traveling to either. Yvresse has very few settlements, most live in the capital city of Tor Yvresse, the only surviving city from the Golden Age of the High Elves. Tor Yvresse is mostly vacant, entire districts of the city with amphitheaters that can seat a thousand and marketplaces as large as those in Lothern as silent as a graveyard in winter. Where Eataine displays the strength of the High Elves who have fought everything the Warhammer universe has to throw at someone and stood atop the broken corpse triumphant, Yvresse shows them as a dying race that cannot even repopulate enough to fill a single mansion before the family is wiped out by foes. High Elves of Yvresse wear small wayshards attuned to the network of waystones (which Yvressians familiarize themselves on maps of) to avoid getting lost. Much of Yvresse was damaged by a recent Orc invasion lead by Grom the Paunch of the Misty Mountain, who is the single biggest villain in the world to Yvressians. The Prince of Yvresse is known as the Warden of Tor Yvresse, with the current one being Eltharion the Grim. The heraldry of Yvresse is a sea hawk soaring above the waves on a night sky. The colors of Yvresse are dark blues, whites and grays to represent the mists, and small amounts of yellow or gold. Yvresse is best used as a low point skirmishing force, or played with Mordheim rules. The army of Yvresse is depleted and represents the low population of the kingdom, Yvressians are disdainful of outsiders from other kingdoms and prefer to keep them away, so as a result Yvresse have relatively few options by itself most of which are Core. Thematically anything taken that isn't Core, Giant Eagles, Frostheart Phoenixes, or Bolt Throwers would be support from other kingdoms sent in emergency (note that Eltharion is unlikely to call another kingdom for aid) or as the Spire Guard of Tor Yvresse, the elite group that protects the city (the SPire Guard are known as users of ranged weapons so Sisters of Avelorn would be the best thing to represent them, but Spire Guard might be the only explanation for Swordmasters or White Lions as Yvressians you can get). Yvresse is perhaps the least played High Elf kingdom theme as a result, so factor that into consideration if you feel frustrated by them or if you want to play a unique kingdom.
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