Eldarim

They were the lonely legends of Esfah; the ancient species of Eldarim Dragonhunters, Dragonmasters, and Dragonzealots. Their power against dragons inspired awe, their might in arms and magic aroused wonder. Their solitary existence lasted for centuries. Whether they were originally of Nature or Death no one knew, but each held the power of one of Esfah’s elements in hand. A select few even gained power over all the elements, and became mighty Dragonlords, Dragonslayers, and Dragoncrusaders.

Yet, although they were wanderers throughout the land, they attracted small groups of followers. The Eldarim began teaching these curious ones the powers of the elements they knew. As the acolytes gained control over their element, they also began to gain control over the elemental creatures of Esfah. True, they were no match for the dragons, but the dragonkin found in them kindred souls - elemental beings who were somewhat less than their mightier cousins. Skilled warriors, swift cavalry, crafty shield-bearers, and elemental mages learned to harness powers they had little dreamed of. Some of the very gifted were selected for advanced training in secret locations and rose to the status of Champion themselves.

Communities of these acolytes soon took root. As they did, they were drawn into the battles between the children of Nature and the minions of Death. They found welcome in many of the armies in the land, and even beyond. With their affinity to the Dragonkin, they brought a new, singular fury and new elemental powers to the battlefield.

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ID Icons

Small
1 Health
Medium
2 Health
Large
3 Health
Heavy Melee
Follower

Devotee

Disciple
Shield Bearer
Warder

Escort

Bodyguard
Magic
Spellbinder

Enthraller

Sorcerer
Cavalry
Sprinter

Racer
Missile
Toxophilite

Normal Action Icons

Magic Maneuver Melee Missile Save

Species Abilities

Resist Fear
Dragonkin units up to the total health of Eldarim in their army ignore any restrictions that prevent them from rolling during a dragon attack.
Dragonkin Handlers
Immediately before taking your first march, after dragon attacks have been resolved, select an army that contains at least one Eldarim unit at a terrain. Recruit a small (1 health) Dragonkin unit to, or promote one Dragonkin unit in, the army. Recruited or promoted units must match a color of the terrain. This ability may only be used if the total health-worth of Dragonkin after the exchange is not greater than the total health-worth of Eldarim in that army.

Spells

Black (Death) Spells
Palsy
Race Any Cost 2
Reserves No Cantrip Yes
Target any opposing army. Subtract one result from the target’s non-maneuver rolls until the beginning of your next turn.
Finger of Death
Race Any Cost 4
Reserves No Cantrip No
Target any opposing unit. Inflict one point of damage on the target with no save possible.
Soiled Ground
Race Any Cost 6
Reserves No Cantrip No
Target any terrain. Until the beginning of your next turn, any unit killed at that terrain that goes into the Dead Unit Area (DUA) must make a save roll. Those that do not generate a save result are buried.
Blue (Air) Spells
Hailstorm
Race Any Cost 2
Reserves No Cantrip Yes
Target any opposing army. Inflict one point of damage on the target.
Wind Walk
Race Any Cost 4
Reserves Yes Cantrip No
Target any army. Add four maneuver results to the target’s rolls until the beginning of your next turn.
Lightning Strike
Race Any Cost 6
Reserves No Cantrip No
Target any opposing unit. The target makes a save roll. If it does not generate a save result, it is killed. A unit may not be targeted by more than one Lightning Strike per magic action.
Green (Water) Spells
Watery Double
Race Any Cost 2
Reserves Yes Cantrip Yes
Target any army. Add one save result to the target’s rolls until the beginning of your next turn.
Flash Flood
Race Any Cost 4
Reserves No Cantrip No
Target any terrain. Reduce that terrain one step unless an opposing army at that terrain generates at least six maneuver results. A terrain may never be reduced by more than one step during a player's turn from the effects of Flash Flood.
Wall of Fog
Race Any Cost 6
Reserves No Cantrip No
Target any terrain. Subtract six missile results from any missile attack targeting an army at that terrain until the beginning of your next turn.
Red (Fire) Spells
Ash Storm
Race Any Cost 2
Reserves No Cantrip Yes
Target any terrain. Subtract one result from all army rolls at that terrain until the beginning of your next turn.
Fiery Weapon
Race Any Cost 4
Reserves Yes Cantrip No
Target any army. Add two melee or missile results to any roll the target makes until the beginning of your next turn.
Dancing Lights
Race Any Cost 6
Reserves No Cantrip No
Target any opposing army. Subtract six melee results from the target's rolls until the beginning of your next turn.
Yellow (Earth) Spells
Stone Skin
Race Any Cost 2
Reserves Yes Cantrip Yes
Target any army. Add one save result to the target's rolls until the beginning of your next turn.
Path
Race Any Cost 4
Reserves Yes Cantrip No
Target one of your units at a terrain. Move the target to any other terrain where you have an army.
Transmute Rock to Mud
Race Any Cost 6
Reserves No Cantrip No
Target any opposing army. Subtract six maneuver results from the target’s rolls until the beginning of your next turn.
Elemental Spells
Resurrect Dead
Race Any Cost 3
Reserves Yes Cantrip No
Target one health-worth of units in your Dead Unit Area (DUA) that contains the color of magic used to cast this spell. Return the target(s) to the casting army. Magic of any one color (or Ivory) may be used to resurrect Amazons.
Evolve Dragonkin
Race Eldarim Cost 3
Reserves Yes Cantrip No
Target one of your Dragonkin units that matches the color of magic used to cast this spell. The target is promoted one health-worth.
Summon Dragonkin
Race Any Cost 3
Reserves No Cantrip No
Target one health-worth of Dragonkin units in your Summoning Pool that match the color of magic used to cast this spell. The target(s) join the casting army.
Rise of the Eldarim
Race Eldarim Cost 5
Reserves Yes Cantrip No
Target any Eldarim unit that matches the color of magic used to cast this spell. The target is promoted one health-worth.
Summon Dragon
Race Any Cost 7
Reserves No Cantrip No
Target any terrain. Summon one dragon from any Summoning Pool or terrain that contains the color used to cast this spell to the target terrain. Magic of any one color may be used to summon an Ivory or Ivory Hybrid Dragon.
Summon White Dragon
Race Any Cost 14
Reserves No Cantrip No
Target any terrain. Summon one White Dragon from any Summoning Pool or terrain to the target terrain. Any combination of magic colors may be used to cast this spell.

Special Action Icons (SAIs)

Species Icons
Cantrip Counter Fly Smite
SAI Effects
Cantrip
Magic, Non-Maneuver During a magic action or Magic Negation (Frostwings) roll, Cantrip generates X magic results.

During other non-maneuver rolls, Cantrip generates X magic results that only allow you to cast spells marked as 'Cantrip' from the spell list.
Counter
Dragon Attack, Melee, Save* During a save roll against a melee attack, Counter generates X save results and inflicts X damage upon the attacking army. Only save results generated by spells may reduce this damage.

During any other save roll, Counter generates X save results.

During a melee attack, Counter generates X melee results.

During a dragon attack, Counter generates X save and X melee results.
Fly
Any During any roll, Fly generates X maneuver or X save results.
Smite
Dragon Attack, Melee During a melee attack, Smite inflicts X points of damage to the defending army with no save possible.

During a dragon attack, Smite generates X melee results.