FACTION UNITS PART 2 Nightbourne Faction Legendary Lords-1.Executioner.
2.Vergo Shriek.
3.Nightstalker.
4.Imitator.
Heroes-1.Dementia: While these nighttouched were given this title by humans, they embrace it, as Dementias are powerful warsinger with some capabilities to fight in close-combat, Dementias act as the commanders of the horde, and also capable not causing anguish to enemies, while boosting the Nightbourne allies.
2.Revenants: A whitish-gray eyeless creature, with a some humanoid features with a maw on their bellies, twisted and frightening inspiring nightbourne kin, capable of spewing black acid attacks to cause high physical and poison damage.
Monsters-1.Gnawing Eyes: A flying round creature with a closed mouth with long, sharp-teeth coming out the lips, but when they open their maw they reveal a giant eyeball, can attacked with ranged energy attacks and can drained sanity from their victims to heal Nightbourne units.
2.Gibbet Heads: Large monsters, bulky and bloated creature of coin gray skin, on their head is a spiked gibbet cages on a round head with huge mouths, very heavy damage dealers and capable to sustaining a large amount of damage, very low mobility can have various weapons attached to their hands, from huge morning stars, spiked cages, and more.
3.Belladomtrix: Female creatures covered completely in a latex suit, completely bound with four pale appendages that sprout out their back to move and attack, as these "legs" split open to reveal stinger that drain victims of life-force and share that life-force with other nightbourne making a fast, support monsters in battle.
Exclusive Units-1.Decapitators of Shades-1.Cleavers: Nighttouched that imilate the Executioner, using their own caged head, and wear butcher garbs, wielding huge cleavers into battle, causing large amount of damage and slow moving units.
2.Orchestral Conductors: A nightbourne horror, with a serpentine lower body with a reptilian like maw of razor sharp teeth and wavy tentacles mane, but their main trait and weapons are their limbs, multiple thin, long, spike and bladed whip like tentacles, using them to attack multiple time at various or single targets, but their unique ability come when they fight alongside the nighttouched called the flagellators, whipping and slashing them to augment their damage output, while the flagellators gain their own benefits.
3.Flagellators: Nighttouched men and women that covered their head in raggedy sacks with a hole for their mouths, always fighting alongside the horrors called Orchestral Conductors, by being lashed and wounded that pain allow them to scream and sing stronger warsinging of Doom Metal, even providing enhancements to other warsingers in their forces, by sacrificing themselves for Hietsh and their horde.
2.Songstealers-1.Enlighten: Those lost in the Black Marsh, influenced and enlightened by the glory of Doom Metal, acting a foot-soldiers wielding various weapons and fast mobility.
2.Crawling Wailers: Souls that became behemoths of muscle, blindfolded in rags with special wailing headgear (headphones), tied down by the rags, crawling on their with a echoing altar (amp) strapped and chained on their backs, as they connect to their warsinging amplifying their songcraft.
Basic Units-1.Voidlings: Basic nightbourne horror, a violet and black mass that have gapping maws, and by fusing with bones and armor pieces can they make more solid forms, balanced units in all stats.
2.Voidwalkers: The name given the humans that have fallen to Doom Metal, and become insane nighttouched, carrying anything into battle, almost acting as a swarming unit with low health pools but strong defense.
3.Ruptors: Nighttouched that are warsingers, playing Doom Metal non-stop, like maniacs, and thus they are the basic warsingers of any nightbourne horde.
4.Nightknights: Once noble knights of mankind, that fell into madness of Doom Metal and transformed into nighttouched, the most armored and better equipped troops, possessing higher stats all around.
5.Arachnee: Bald women nightbourne horror with multiple limbs, arms and pair of legs, that can split their face horizontally to reveal a twisted maw, fast moving creatures, with low damage but make up for this disadvantage with high physical defense.
6.Dark Cherubs: Infants that fell into the maddening melodies of Hietsh, becoming slightly larger babies with pale skin, red eyes and wings, never aging and very disturbing nighttouched, acting as the support and healers of the horde.
Gnoll Faction Legendary Lords-1.Ripper Gnarltooth.
2.Ikka Bloodclaw.
3.Kouga Howler.
Heroes-1.Sharpfang Alpha: The biggest and strongest gnolls, with the sharpest fangs, given the best gear and all lower gnolls listen to them or get beaten by the Sharpfang, can carry various weapons or they can be armored or not.
2.Hunting Omega: The most skilled and vicious hunters, that are close to reaching the size and strength of a Sharpfang, very high-mobility, able to carry either claws or spears & shields into battle, very effective against monsters.
3.Shredder Pack-leaders: A gnoll with a lot of kills in their fur, skilled fighters and their aura commands squads lower ranking gnolls, low armor and can carry swords or axes into scrap.
Calvary Unit-Warg Riders: The most craziest gnolls that instead of running into a fight or fighting alongside a vicious and ravenous warg, they ride into battle that most likely would kill them before their enemies, these riders are very fast, high damage and can go into frenzy easily.
Beasts-1.Alpha Wargs: Bigger and more dominant wargs, painted in the colors of the respected pack that controls them, they are more bloodthirsty and wild their present make their pack of wargs more organized and stronger in battle.
2.Wargs: Monsterous canine resembling huge hyenas, very savage and aggressive only gnolls are capable to tame and command these beasts into battle.
Exclusive Units-1.Scraptooth Pack-1.Redjaws: Red scrap heavy-armored gnolls, even wearing a similar jaw-guards like their Chieftain, painted red hence their name of Redjaws, having scrap spiked weapons into battle from spears to swords, while they have low mobility, they have high defense and damage output, the best in fighting against dwarves.
2.Blood Wargs: Wargs covered in red painted scrap plates and fangs, making them tougher and deal greater damage, at the cost of mobility.
2.Crimson Claw Pack-1.Jungle Marked: More primitive gnolls that believe this is how they can be more like Fanged God, that only wear loincloth, bones, and pelts from killed prey, capable of causing poison damage and are immune to poison.
2.Howling Shredders: Crazy, wild Grindcore warsinging and howling gnolls, that wield echoing guitars, playing wildly, boosting and healing their allies, and have a possibility of triggering a short Red Moon frenzy onto the pack.
3.Spear Chuckers: Slightly armored jungle gnoll, that carries a quiver filled with throwing spears, acting as ranged assassins that deal higher damage to Lords and Heroes.
3.Howling Moon Pack-1.Rock Lobbers: Gnoll made catapults with a lot of scrap, and throws huge boulders at the enemies.
2.Brutes: Big gnolls chosen by Kouga himself, slightly armored and possessing greater strength and armed with huge clubs, capable of dealing great amount of damage, slightly larger health pools than other units and effective against heavy-armored enemies.
Basic Units-1.Runts: Young pup of the Gnolls, the lowest and most numerous of the packs, these gnolls are slightly weaker defense and damage, also nearly no gear, but they make up for these weaknesses with sheer numbers.
2.Blooded: A gnoll that has reach adolescent, and has been blooded with several battles and kills, granted better gear and weapons, making them more balance in all stats all-around.
3.Arrow-grunts: Gnolls that managed to learn how to use bows in battle, basic ranged unite with good mobility but low defense.
4.Wild Drummers: Gnoll warsingers, that are strapped with several drums, banging away Grindcore Metal, boosting their pack and casting songcraft to bring out the bloodlust for their fellow gnolls.
5.Mad Strummers: Mostly female gnolls, warsingers that take up the echoing guitars, strum Grindcore not only casting offensive songcraft but also capable of healing the pack, when they feel like it, as the play like maniacs.
Wraith Faction Legendary Lords-1.Dante Roxel Crowley.
2.Kal Sabbath.
3.Ban Wailingcry.
Heroes-1.Elder Ghouls: Higher ranking zombies, sprouting claws and fangs, more durable and slightly better in movement, capable to instinctly command other zombies to battle.
2.Cocytus Deathlords: Higher leveled undead knight either a skeleton or zombie wraith, fully covered in frost and heavy armor, able to carry greatswords, greataxes, and mauls, deals heavy physical and frost damage, highly resistant to magic damage.
3.Grim Warlords: Capable warriors or knights resurrected, maintaining much of their skills in combat and even able to mount, they deal high frost damage, and possess a passive that all wraith units gain frost damage regardless of the type.
Calvary Units-1.Reapers: Skeletal wraith that wear hooded robes, wielding scythes and riding a skeleton horse into battle, deal high amount of frost damage and one of the faster units in a wraith legion.
2.Bone Centaurs: Combining the bones of human skeletons with that of the horse bones for a lower body, slightly armored, wielding spears or other polearms in battle, good mobility and effective against beasts and enemy calvary.
3.Cadavering Rams: A fusion of a undead bull and ram, mounted by a zombie chained to this beast, to leading this horrific wraith beast, charging straight at the enemy a slower calvary, dealing heavy damage and capable to handle large amount of damage as well.
Beast Units-1.Bone Hounds: Resurrected wolves and hounds made from skeletons, a fast beast that able to either cause poison or frost damage to their victims.
2.Decayed Serpents: A giant snake that is greatly rotten away to almost become bones, resurrected into zombie like wraiths, strong, high defense, good mobility, and heavy poison damage.
3.Flesh Bulls: Resurrected decayed bull, a zombie wraith with great strength and can easily trigger frenzy on itself, can deal and take a lot of damage.
Exclusive Units-1.Narthgath Cryptlords-1.Crypt Templars: The most exceptional and skilled knights of Narthgath, resurrected as full skeleton wraith, covered completely in black armor, and carrying a long kriss style sword, effective against larger units and high defense.
2.Grave Bannerets: Skeletal knights and banner barers of Narthgath, armored units with great defense, with a passive that banners both boost their allies and grants low frost damage to all attacks near them.
2.Deathfrost Haunters-1.Hersers: A robed wraith carrying several reanimated heads on hanging cages that sing for them, a strong warsinging, while strong in magical damage and support, they have low defense.
2.Frozen Haunters: The main calvary force of Kal Sabbath, heavy frozen and frost covered skeleton wraiths, mounted on skeleton horse, armed with various pole weapons, dealing heavy frost damage and a passive that they conjure restless spirits, in a certain amount of kills.
3.Ice Shades: Spirit wraiths, that have perish under extreme cold, resurrected as spirits that can attack from range with frost damage.
3.Shrieking Coffinbreakers-1.Battle Zombies: Resurrected fresh zombies (rockers), capable of wielding weapons and equipment making them better in battle, slightly better mobility, but don't possess poison damage.
2.Blighted Rats: Rats that fed on the corpses of Coffinbreakers, being infected with Death and becoming undead zombie creatures, a swarming unit that deals light poison damage, and as a passive can replenish their numbers by infecting more rats.
Basic Units-1.Skeletons: Basic skeleton wraith, a living skeleton with multiple weapon varient, magical and poison resistance at the cost of low defense.
2.Zombies: Basic undead/zombie wraith, a resurrected corpse with poison damage, and low mobility.
3.Dead Archers: Basic skeletal or zombie wraith that wield bows, while they have decreased accuracy, their range attack carry poison damage.
4.Restless Spirits: Basic spirit wraith, filled with unresolved anger and anguish they rise to serve their Lich masters, ranged unit that deal magical damage.
5.Giant Bones: A giant skeleton wraith, wielding a giant bone club capable of dealing great amount of damage, effective against large unit, has strong defense and damage along with a high health pool, but very low mobility.
6.Amalgamation: Large zombie monster, merged with various corpses to increase it size and strength, can come in various forms and multiple limbs, solely focused on dealing damage and tanking damage, unable to deal poison damage, but instead can be equipped with various weapons and pieces of other corpses.
COMPENDIUM OF SONGCRAFT The grimore that has recorded each songcraft and warsongs from one of nine sources of Metal. They have written in them the effects of each sources of nine Metals, along with descriptions of each song and the effects they cause. These songs are divided into three levels Lesser, Greater, and Major.
RAGE: The Source of Metal that humans use and hold deeply into their souls. Commanding the power of Rage, capable of causing a surge of power within the souls and body of men and women, along with conjuring great elemental force. From conjuring lightning to hurricanes, against the enemies.
LESSER SONGCRAFT
1.Battle Cry: A rage-filled warsong, that encourages and strength the men and women that hear this songcraft, granting better benefits to physical actions.
2.Will of the Warlord: The songcraft that empowers the will and strength that allow them to stand against great challenges, from physical to mental, this warsong is meant to mainly combat exhaustion and mental strain.
3.Odyiir's Thunder: Playing a warsong of great Rage, conjuring fort a great storm, the embodiment of the Warlord's fury, causing a thunderbolt to strike down onto the enemies, dealing magical damage and has a chance of paralyzing the victims of this songcraft.
4.Wrath: A song carrying the intense Rage of the warsinger, bestowing other with great power, as the next blow they or other make causing the enemy, heavy damage, a one time buff/benefit in the next attack.
GREATER SONGCRAFT
1.Might of Heavy Metal: The warsingers sings directly to Odyiir, to gain his aid, as a divine thunderbolt comes down and hit them or ally granting them the protection of Heavy Metal itself, granting magical and physical resistance for set amount of time.
2.Lifting of Warriors: The healing power of Heavy Metal, by singing a soul touching songcraft meant to restore the spirit and body of those that listen to it, this songcraft isn't meant to be dependent upon, for a warrior must thrive on to earn the Warlord's favor.
3.Tempest of Fury: Invoke the fury of Odyiir, as this songcraft conjure a strong hurricane that travels and devastates the enemy line.
MAJOR SONGCRAFT
1.Gust of a Screaming Guitar: A warsinger sings/plays this powerful songcraft, commanding a great force of twister that acts as a protection to the warriors of Heavy Metal, against all matter of projectiles.
2.Roaring Lord of Heavy Metal: The songcraft conjures a images of the Warlord, Odyiir, as he roars creating a great mist of red, enhancing his warriors and servents continually, while inside this mist of Rage.
3.Return of Fallen Heroes: A powerful songcraft that request from their God, to bring fort spectral forms of fallen heroes of the past and have them fight alongside the living for the battle. [basically a revive spell with flair of Heavy Metal]
4.Warlord's Stormheart: One of the most powerful songcraft in Heavy Metal. Calling upon Odyiir's himself to smite their enemies, as a great storm as the Warlord's descend upon Ragnarock. Holding his mighty axe, Stormheart, to strike the area causing a giant explosion of lightning. Causing large amount of magical damage in a wide AOE songcraft.
SOUND: The Source of Metal that dökkálfar/dark elves use and relish. Commanding the power of Sound, it is euphoric for the dökkálfar and they even search for new sounds to add to it, this Source of Sound is mainly dependent on just that sounds. Harnessing great force, reverbs, and echoes, to not only cause mental distress to weaker races, and collect sounds to add to it destructive force. Capable of creating sound base illusion, mental damage, sonic blasts, and even enslave the weaker will into painful subservience.
LESSER SONGCRAFT
1.Twice Scream: The warsingers scream unleashing a powerful burst of sound that damages their victims.
2.Exquisite Requim: Warsingers begin to sing a incredible melody of Drone Metal, that triggers great euphoria in their dökkálfar kin, enhancing their battle capabilities and even slight increase their damage capabilities, for a period of time.
3.Symphony of Echoes: Amplifying the echoes throughout the battlefield, restoring the strength and desires of the dökkálfar, along with causing sound based confusing amongst the enemies, lowering accuracy in all attacks.
4.Vaag's Note: The Deep One is summon through a warsong, saying one whisper, creating a bubble of compressed sound, that upon bursting blasts all with a God's devastating whisper.
GREATER SONGCRAFT
1.Rythem of the Heathbeat: Songcraft that amp the sound of the hearts of all, revealing all to the dökkálfar, increasing their accuracy and even their range attacks.
2.Curing Vibrations: The warsinger starts singing a special song that causes great vibrations that bring great sensations to their kin, restoring them from exhaustion and pain. [Drone Metal inspired AOE healing spell]
3.Mind Shattering Delusion: A painful songcraft for victims, causing them to experience an illusion that their being hit more time than they are. [Drone Metal inspired extra attacks per turn]
MAJOR SONGCRAFT
1.Pain & Embrace: The warsinger sacrifices much of their health or even life, so their rapturous screams of pain can be used as songcraft that empowers their kin, and causing great pain to their enemies.
2.Cacophony Orchestra: The warsingers call upon the favored creatures of the Deep One, bats to swarm in millions and their shrieks and sounds, causing some damage to their victims, and as the orchestra ends, some of the bat swarms remain for battle.
3.Offending Silence: A songcraft that steals all sound from a area, to later return it in great echoing force, a large AOE that causes great amounts of damage regardless on which souls are in the area.
4.The Deep One's Howl: The most powerful and dangerous songcraft in Drone Metal, singing to Vaag to manifest a lesser visage of himself and scream, unleashing the wailing souls of all consumed by him, mixing sound, force, and magical energies into one beam, that upon damaging their victims or themselves it lengthens it reach
STEEL: The Source of Metal that the dwarves use, revere and hold in high respect. Commanding the power of Steel, the greatest gift that Titan made and in turn the Ironfather shared with all races. Bending metals and other ores to grant the Children of the Ironfather some protections in battle, create and plant runes onto steel, and even command the earth and its ore itself.
LESSER SONGCRAFT
1.Devert Metal: Channeling the Source of Steel, to move the incoming weapon of the enemy, thus causing the enemy attack to be a higher difficulty to land onto the target.
2.Streghten the Core: Using the power of Folk Metal, to enhance the sharpness and toughness of weapons in battle, granting equipment add strength during combat.
3.Rune Marking: A warsong meant to craft and place a special dwarvish rune composed of Folk Metal on a surface, commonly these runes have the effect that Rune-singer desires: Enfeebling weakens defense, Reinforce strengthens the effect of the surface, and Seal that blocks off the access to a Source of Metal for a target, and more...
4.Copper Sabers: Singing to the Ironfather, to ask him to strike his forging hammer onto his divine anvil, causing shards burning hot, copper to rain down onto their enemies.
GREATER SONGCRAFT
1.Quake of the Father Earth: The warsingers sing this songcraft together empowering the effect of Folk Metal, and causing a great quake that can change terrain and cause great disarray amongst the enemy.
2.Mercury Horns of the Ironfather: Warsingers bend the ore and steel beneath the earth, turning them into liquid then solidifying them into razor sharp needle spikes that sprout from the ground.
3.Weight of Ore: A songcraft that increases the weight and density of an enemy's armor and metal gear, in great force. [Folk Metal/Dwarven style high mobility debuff on enemies]
MAJOR SONGCRAFT
1.Grombrindal's Pristine Work: A great songcraft that greatly augments all Steel that the dwarves are near, at the cost that the warsingers must keep singing to keep the weapons, armors, gears and more drastically empowered. [Folk Metal style AOE high buff, that has to be constantly channeled]
2.Flash of the Ironfather's Art: The warsingers are able to open a breach into Grombrindal's divine workshop, and the sight of pure Steel cause the dwarves to rise morale, while other impure Steel suffers a weakening of great scale. [Dwarf style morale/healing spell, plus a debuff to enemies]
3.Hammer of the Great God: Warsong that conjures a rift that Grombrindal reaches through wielding a great hammer, striking down the enemy causing large physical and magic damage, along with enhancing the aura of Steel.
4.Blessing of Divine Steel: The most powerful songcraft in Folk Metal, Grombrindal is called upon by the warsingers to bless the dwarves with a divine Steel that coats all dwarves, drastically increasing their stats, but basically crippling their movement, this is temporary but is quite draining in the Source of Steel, sealing the dwarves songcraft and warsinging for a certain period of time.