The Realm is an alliance between the humans of Sevenkeeps and, following the events of the Shadow Wars, the Westguard, elves of Dun Mora, and dwarves of Underhall, born out of the need to protect themselves from the many dangers surrounding them.
Backstory
For the first time after the end of the rune wars, which had led to the final elimination of the Circle, an order started to develop in the old empires.
Whereas in Nortander the five dynasties still contend for influence, the southern human empire of the Highmark has a new king. Despite the harsh conditions after the Convocation, the empire blossoms, but at the same time has to defend its wealth against the Iron Storm Clans and the Dark Elves from Lar. But even with its proud castles and well-armed knights, the Highmark has to remember the old realm of the Light People, if it wants to stand against these enemies.
The Elves of the white tree of Finonmir have, since the Convocation, cut off all relationships with other people. But their banned sisters, the fighting Mohir, who live in the ruins of the lost Elves Keep, Dun Mora, still acknowledge the old realm. Invigorated by the everlasting fight against the marsh and its demons, the Mohir fight wild and resolutely for the light.
The dwarves of the Middle Mountains, far away from their brothers in Windholme and constantly threatened by Mountain Orcs and demons from depth, contribute more to the realm than just their craftsmanship. From the mines of Underhall and the Fireforge come not only the heavily armoured axe warriors and famous forgers, but also the siege machines of the realm.
Units of the Realm
Craftsman | ||
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Hard-working, they are taking care of the construction of the buildings and are simultaneously looking after the provisioning of raw materials. In the case of an attack, they prove their loyalty and help in defending the bases.
Unit Type: Melee | ||
Soldier | ||
They are the backbone of the realm, the basic troops, which constitute the core of any army. They are wearing strong armour from the fine forges of the realm. Not only their iron armour but also their heavy shield provides great protection, and their flashing blades are an example of the special sword forging skills of the humans. Apart from their duties in battle, the soldiers are, in times of peace, also guards in the cities and at the borders of the realm.
Unit Type: Melee | ||
Crossbowman | ||
They combine the skills of scouts and marksmen. Their armour gives them the free movement of a ranger, but also provides the necessary protection to survive duel in battle. Even though the crossbows of the humans are not as accurate and long-range as the bows of the elves, they are still a deadly threat to more lightly armoured units.
Unit Type: Ranged | ||
Mounted Crossbowman | ||
The first attempts after the convocation to reintroduce the cavalry into the army lead to the emergence of these mounted scouts and runners. However, one soon recognized that these cavaliers were capable of much more. Equipped with the advantages of wild equestrian people, these long-distance fighters are hard to get for the enemy and their outstanding speed quickly brings them to the important scenes of events and just as quickly away from them.
Unit Type: Ranged, Mounted | ||
Paladin | ||
The knights of the Orders of Dawn, the Iron Falcon, or of Tiaras have always been steady companions of the Army of Light. In the realm they combine the mobility of mounted crossbowmen with heavy armour and an unexcelled sword arm. Their faith does not only give them power, but also the ability to effect divine magic against the Undead, which makes them particularly effective against these enemies.
Unit Type: Melee, Mounted | ||
Mage | ||
The Order of Dawn had for a long time been looking for a way to protect the Light People from the flying creatures of the dark. Under the leadership of Master Matricus, the Order finally managed to utilize gryphon taming for more than just a few chosen ones. Thus the mages of the order learned the gryphon flight. They sweep over the battlefield like the wind, unreachable for swords and axes, while they weave their feared mental spells above the heads of the enemies, in order to break the spirit of their adversaries.
Unit Type: Ranged, Flying | ||
Ranger | ||
The bow skills are the trademark of the elves. They are only lightly armored rangers, but the enormous range and precision of their long bows makes them become deathly long-distance fighters. If they are in a good position, the can fully eliminate an attacking army, without it striking a blow.
Unit Type: Ranged | ||
Druid | ||
These devoted servants of the forest goddess are the healers of the realm. Her magic equally heals the wounds of humans, elves, and dwarves, because the forest goddess does not differentiate in her benevolence. However, these peace-loving priests are rather weak in close combat, therefore a clever commander will hide them behind a solid wall of shields of his soldiers.
Unit Type: Ranged, Mage | ||
Treant | ||
The old guardians of the forests still listen to the call of the elves. Only a few of them will be seen on the battlefields, because not many of their kind are left in Eo. But when they leave the forests upon Elen’s call, they strike the enemies’ hearts with fear. But there is also something they have to fear: the fire. The treants are not only of enormous strengths and robustness, but their old eyes see the true nature of all things. Whoever tries to hide, will not escape a treant.
Unit Type: Melee | ||
Defender | ||
The defender with his massive shield is the best-armoured unit of the realm. Hardly anything penetrates the heavy armour plates of his armour and a wall of shields of defenders is hardly inferior to a brick wall of a fort, since the iron strong arms of the dwarves hold it up. The hammers of the defenders do not cause as much damage as the axes of the elites, but with their robustness and stamina they stand firm as a rock against the enemies.
Unit Type: Melee | ||
Elite | ||
One may rightly assert that there is hardly any other close combat fighter that can bear comparison with an Elite. His two Moonsilver Axes are a whirlwind of death, and his dwarfish robustness provides his blows with power and his breath with stamina. Demon or Titan, even the mightiest enemies will not forget the blow of an Elite.
Unit Type: Melee, Mage | ||
Dwarven Catapult | ||
After the Convocation War, Niethalf’s sons had sworn never again to produce weapons of such destruction power. But when the first forts of the realm were shaken by the siege weapons of its enemies, the dwarves had no other choice. Therefore, these creaky monstrosities were rolled to the front line to let loose their shower of stones on the enemies. Unprotected in close combat and slow on the battlefield, these catapults are an easy capture for cavaliers, but their heavy shots smash any defence construction with ease and tear huge gaps among the unfortunate armies, which do not get out of range in time.
Unit Type: Ranged | ||
Lightbringer | ||
Once in every generation Tiara, the sun goddess, chooses a paladin who fought under her banner and got killed in self-abandonment. Him she raises to the heavens, bathed in holy light, so he can rest at her table and enjoy the glittering dance of the golden goddess. But if the distress of the believers in Tiara ever became unbearable and their calls should reach high up to the heavens, those heroes would rise from her table and descend on Eo to fight back the waves of darkness with Tiara’s light. Like towers they will rise high above the battlefield, their blades will sweep the servants of darkness aside and their holy flashes will cut trenches through the lines of the enemies. That is how they proclaim the wrath of their goddess: with iron and light.
Unit Type: Melee, Mage |
Buildings of the Realm
Stonemasonhut | ||
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Collection building for stone. +20% stone production.
For detailed info about this building, click here. | ||
Smeltery | ||
Collection building for Silver. +20% silver production.
For detailed info about this building, click here. | ||
Alchemist | ||
Collection building for lenya. +20% lenya production.
For detailed info about this building, click here. | ||
Blacksmith | ||
Enables the production of basic human units.
For detailed info about this building, click here. | ||
Farm | ||
Raises the limit of units.
For detailed info about this building, click here. | ||
Tower | ||
Defensive building
For detailed info about this building, click here. | ||
Castle | ||
Enables the production of advanced human units.
For detailed info about this building, click here. | ||
Order Stronghold | ||
Enables the production of elite human units.
For detailed info about this building, click here. | ||
Elven Fortress | ||
Enables the production of basic elven units.
For detailed info about this building, click here. | ||
Elen Shrine | ||
Enables the production of advanced elven units.
For detailed info about this building, click here. | ||
Warrior Guild | ||
Enables the production of basic dwarven units.
For detailed info about this building, click here. | ||
Dwarven Forge | ||
Enables the production of advanced dwarven units.
For detailed info about this building, click here. | ||
Altar of Life | ||
Enables the summoning of fallen heroes.
For detailed info about this building, click here. | ||
Headquarter | ||
Collection building for all raw materials. Produces workers and simple human units.
For detailed info about this building, click here. |