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SpellForce Wiki - Rohens encyclopedia
Revision as of 12:40, 3 March 2023 by Wormic (talk | contribs)


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
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
Requirements: None
Faction: Human

For detailed info about this unit, click here.

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
Requirements: Blacksmith
Faction: Human

For detailed info about this unit, click here.

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
Requirements: Blacksmith + Workshop upgrade
Faction: Human

For detailed info about this unit, click here.

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
Requirements: Castle
Faction: Human

For detailed info about this unit, click here.

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
Requirements: Castle, Order Stronghold
Faction: Human

For detailed info about this unit, click here.

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
Requirements: Castle, Order Stronghold + Citadel of Wisdom upgrade
Faction: Human

For detailed info about this unit, click here.

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
Requirements: Elven Fortress
Faction: Elf

For detailed info about this unit, click here.

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
Requirements: Elven Fortress, Shrine of Elen
Faction: Elf

For detailed info about this unit, click here.

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
Requirements: Elven Fortress, Shrine of Elen + Eldar Grove upgrade
Faction: Elf

For detailed info about this unit, click here.

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
Requirements: Warrior Guild
Faction: Dwarf

For detailed info about this unit, click here.

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
Requirements: Warrior Guild, Dwarven Forge
Faction: Dwarf

For detailed info about this unit, click here.

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
Requirements: Warrior Guild, Dwarven Forge + Master Armory Upgrade
Faction: Dwarf

For detailed info about this unit, click here.

Lightbringer
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, Mage
Requirements: All HQ upgrades
Faction: Titan

For detailed info about this unit, click here.

Buildings of the Realm

Description
Sevenkeeps

Chest, south-southwest of the Portal to Westguard, near the city moat