FACTION UNITS PART 3 Djin Faction Legendary Lords-1.Ali Khanda Rudra.
2.Anama Lan Ziin.
3.Dharkhin.
Heroes-1.Harmonial Zan: Green skinned djin, males or females, these are special marid that have gained untold amounts of favor from the Eternal Flame, growing in size and power, mighty warsingers and commanders of great admiration and respect, carrying mainly sacred instruments to battle, and having a passive to enhance all warsinging and songcraft in their proximity.
2.Marid Noble: A marid with elegant horns, wearing golden accessories and exotic-elegant arabian clothing, bestowed with high status, capable of using various weapons and strong warsingers.
3.Ifrit Matron: A noble in the ifrit breed, these beautiful djin of fire, that possess special passive to inspire and empower all female units, wielding exotic spears into battle, and deal high fire magical damage.
4.Jann War Prince: A noble that ascended to become a jann, wearing turbans and other elegant cloths, wielding ornamental weaponry, capable leaders and warriors, mainly focused on commanding hinn, jann, and humans to battle.
Beast Units-1.Roc: Giant falcon hinn, composed copper, beautiful plumage along with deadly talons and beak of copper to tear apart prey, loyal and noble hinn that defend the empire and it's people, fliers of high mobility and effective against beasts.
2.Bahamut: Elephant hinn, composed of iron and gold, large beasts great nobility with hides made of strong metals and tusks of gold, while low mobility they deal high damage especially on monsters.
3.Sandstalkers: Scorpion hinn, composed of onyx and jade, giant fast arachnid hinn, high mobility and poison damage, with a passive to dig underground and enhance their movement further.
Exclusive Units-1.Sapphire Azebs-1.Zafir Ghazi: Devoted followers of Rudra, men that paint their skin blue in honor of him, skilled archers with great accuracy thus resulting in high damage, effective against swarm units.
2.Hafiz-jinn: Jinn are djin composed of wind, but should they fall in battle they can become magical wind itself, known as hafiz-jinn in Metal-blessed armor to give them more corporeal forms, most joined Rudra out respect and a sense of connection with him, using a double end spear to battle, very high mobility and very effective against monsters.
3.Enchanted Harps of Araghei: Enchanted golden huge harps, that were once the instrument of Rudra's fallen kin, now his playing symphonies that please the Fire God, and act as beacons of harmous warsinging for all warsingers.
2.Maidens of Saama-1.Husb Ishthars: Incredible ifrit beauty of great sensuality in clothing and form, tasked with guarding their Princess, armed with a ornamental pata-sword, making them capable warsingers-harmonist and combatants, high magic resistance and fire damage.
2.Sitarra: Jann horned women that barely covering their beauty, floating in a crossed leg, playing a long, ornamental sitar to enhance the harmony of Symphonic Metal, acting as support warsingers.
3.Fire Dancers: Jann women of exotic beauty, with pinkish-purple silk clothing and golden accessories, carrying a special touch to harness the Source of Fire, to deal various magical and fire damage to enemies.
4.Raqs-sharqi: Tanned veiled women devoting themselves solely to the Princess, and skilled fighters like dancers, that can carry either a scimitar or tabar into battle, high mobility and low defense.
3.Arrathem Guard-1.Brass Bulls: Brass composed bull hinn, smaller and less fearsome than Dharkhin's Minnox, only the Arrathem Guard can tame these highly aggressive beasts, average mobility along with high defense and damage.
2.Nahas-ḵayyāl: The only jann that are capable to handle the fury and strength of a brass bull, riding on a chariot pulled by one of these beasts, the only calvary in the Guard, slightly higher mobility, but mainly a offensive chariot highly effective against monsters.
3.Ebony Humbaba: Dark gray skinned jann-men, powerful giants that model themselves as Lord Dharkhin, wielding giant axes or mauls in battle, dealing large damage, high magical resistance, and large health pools.
Basic Units-1.Ghazi: Desert warriors, still human and basic balanced units.
2.Marṣā Ghazi: More armored desert warriors, having better defense with slight mobility decrease.
3.Jann Mubarizun: Ascended from human to djin, higher stats than human units that serve as either ranged units or warsingers.
4.Dira Hāris: Humans armed with great golden shields, and a secondary weapon, with a passive of receiving less damage from ranged attacks.
5.Sahira: Women in light clothing, mesmerizing and capable singers, carrying multitude of instruments to play Symphonic Metal for their warsongs.
Demon Faction Legendary Lords-1.Beaggon Bapht.
2.Laharl Bloodfallen.
3.Lust Blakenroze.
4.Beel Zelbaal.
Heroes-1.Infernal Princes: High ranking and powerful demons, that rule over a large amount of demons of their Lord's legion, they closely resembling greater winged devils that take some deviation from their respected Abyssal Lord, from the Hellbeasts resembling more animals, Dark Legion have more humanoid or demonic appearance, while the Hive are insectoid, can use various demonic weapons and some are prefer using warsinging.
2.Hell Guardians: High ranking wingedless devils with great physique and horns, vicious and despise all non-demonic entities, very competitive with each other, as they're heavy armored and capable of using variety of weapons, powerful fighters and leaders, highly resistant to physical damage.
3.Baphemets: Demons created by the Lord of Hate, winged goat like demons, highly intelligent and malicious, capable of commanding several hundreds of demons, sometimes known as the Legion Lords of any demonic force, wielding either a scepter or lesser hellscythe to battle, but it's greatest strength is their magical power in warsinging and summoning.
Monster Units-1.Hellhounds: Great dark infernal hounds with blazing red eyes, capable to blend with the shadow a ability that they use to flank prey, with high mobility and magic resistance they make dangerous monsters to deal with.
2.Ajuumos: Giant spider demons with small horns and large mouth with razor sharp teeth, extra pair of limbs acting as clawed hands to attack and capture prey, one of the children of the Dark Consort, Iori, low mobility, a ability to ensnare victims in webbing, and deal poison damage.
3.Loa: Large horned, winged skulls acting as shells with multiple infernal snakes, these demons are more beastial than sentient, fliers with poison damage, and with a passive that they emit a aura that provides anguish and difficulty for others to stand around them.
4.Anzula: Giant chimeric demons, with the head of a lion, horns of a ram, and the body of a raven, vicious monsters of darkness with sharp fangs, and talons, capable of a breathe attack that can cause dark magical damage.
Calvary Units-1.Hellhound Riders: Red devilins that have managed to tame a Hellhound, and mount them, moving in greater levels of mobility and sharing their special traits with each other, fire damage and magical resistance.
2.Salamander Fiends: Salamanders are unique lizards beasts that the demons corrupted and took on their own, bathed in hellfire these noble beasts are no more than savage demons of flame, which unexpectedly the Red Devilins managed to tame and breed, riding them into battle enhancing their fire damage, and emitting a aura that burn nearby enemies.
Exclusive Units-1.Hellbeasts of Bapht-1.Manticores: A man-faced lion hellbeast with a scorpion tail, large demons capable of speech making them intelligent infernal monstrosities, able to use songcraft, deal poison damage, and high mobility.
2.Oranggera: Large rimson furred ape demons, filled with rage and fury, complete berserkers, low defense but make up with high health pool, and can easily go into frenzy.
3.Garlanthion: Horsemen like demons made by the Lord of Hate, modeled after one of his Archfiends, these demons are fast almost as calvary in two legs, wielding lances into battle, while their mobility is impressive their defense is dreadful, making them quite the glass cannons in the Hellbeasts.
2.Dark Legion of Void-1.Enrapturess: High-ranking succubi, their demonic traits are more define with higher power and stats, preferring to warsinging over close combat.
2.Succubus: The daughters of the Dark Consort, Lust, she-daemons with horns, wings, and tail, extremely sensual, lustful, and luscious, but also twisted and sadistic wielding whips, claws, and other weapons to cause great amount pain and damage, high mobility, resistant to magic, low defense, and possess unique ability call charm that weakens male enemy units.
3.Soul Eaters: Giant shadow demons created by the Void Prince, a huge mass of darkness making the silhouettes of a horned, lanky devil with a skeletal form, with ritting faces of their victims in their mass, hence their name, these deadly entities that deal dark magical damage, and deal greater amount of damage to Heroes and Leaders.
3.Swarm of Famine-1.Locust Swarms: A swarm of infernal locusts, created and under the command of the Fly of Ruin, a swarming flying unit, weak against of fire damage and deal multiple attacks.
2.Abadd: Weevil like demons with human skulled heads, created by the Fly of Ruin, these large insect demons which move very fast, and capable attacking from various ranges, also able to shot poison damage, resistant against poison damage.
3.Blight Flies: Large fly demons, the children of Beel Zelbaal, disgusting, malicious insect demons that share their Abyssal Lord intense ravenous hunger, flying units with magical poison damage, possessing a passive that increases the health they gain from consumed victims.
Basic Units-1.Red Devilins: Lesser demons, created by the Lord of Hate, red horned and tailed imps, acting as the main foot-soldiers in all legions, good mobility and deal fire damage regardless of weapon.
2.Acolytes: Humanoid devils, that wear dark robes like a dark bishop and skull masks, carrying incense, dark warsingers able to sacrifice souls and invoke more demons to strengthen their numbers.
3.Black Newts: Using the darkness to further corrupt some salamanders, making bipedal lesser demons of black scale, and special crafted armor, carrying a chopper blade and shield, high damage with average mobility units, at the cost of low health pools but possess a unique ability to explode upon death, dealing heavy fire magical damage.
4.Sacrificers: Ghoulish devils of lanky physique and tall height, through the acts of sacrifices for Gothic Metal, to support and heal their demonic kin, low health pools and low damage support units.
5.Shriekers: The daughters of the Dark Consort, Ragna, purplish-pink skinned, horned, white haired she-lesser demons serving into multiple legions, fast moving demons that can even attack with sonic screams.
Haunt Faction Legendary Lords-1.Xirx Wallow.
2.Raven Hexx.
3.Manson Jayce.
Heroes-1.Lord/Lady of Tears: The most powerful haunts, blessed with the tears of their Goddess, commanding a lot of respect and command over many haunts, high stats and many haunt units gain benefit around them.
2.Ritual Host: The haunts that hold a sacred position, tasked with overseeing and performing the sacrificial offering for Thajjin, warsinger commanders that inspire many of their kind and highly effective against troops.
3.Gravekeepers: Shovel wielding dark robed haunts, that are masked with a plague doctors of death, that are tasked with gathering parts and un-bury their haunts, making them quite respected in their kin, capable healers and effective against wraith units.
4.Blackwavers: Warsinger that bathed in the black waters, almost all the time becoming deeply attuned with the black waters, using it for ranged magical attacks and enhance songcraft power in the presence of their warsinging.
Beasts Units-1.Black Lynx: Felines spawned from the black waters, moving like liquid shadows, cherished creatures tamed by the haunts and treated as kin, very high mobility and effective against troops.
2.Carrion Birds: Crows that have formed a deep bond with the haunts, making multiple nest in the Weeping Isle, a swarming flying unit, with great mobility but low defense.
3.Killer Crabs: Huge hermit crabs that breed around the shores of the Weeping Isle, the haunts manage to coexist and tame these crustaceans, as battle beasts with high defense and capable to penetrate through heavy-armored enemies.
Exclusive Units-1.Morian Gravediggers-1.Lost Preachers: Warsingers that dress in dark trench-coats that bring grim tidings for others, but admiration from their fellow haunts, wielding large crosses as weapons, magic resistance and high health pool, troop units.
2.Collector Wagons: A special dark, gothic enchanted chariots, driven by a couple of haunts, collecting body parts and corpses of fallen haunts to restore and revive their fallen, while slightly better mobility, health, and defense than other units their main function is to heal and replenish the forces.
3.Undertakers: Giant goths which bury themselves, and thus many things grow off their exposed back, their known to drag souls underneath the earth and giving them a burial, while low mobility they deal large amounts of damage especially on heavy-armored enemies, with a passive to increase their mobility while submerged and healing themselves during their subterranean state.
2.The Black Lovers-1.Brides of Thajjin: Dress in white and black after their leader, these brides dedicated their everything to the Crying Mother, wielding longsword that resemble crosses to symbolize their sacred oath to the Goddess, their meer presence strengthen their sisters and enhance songcraft of Emotion.
2.Glom Widows: Dressed in blue and black, always wearing their veil to hide their faces, these brides were once in love and lost that love, so to always be bond to that first love, they take the oath of the brides and through that intense Emotion cloud raining black water always follow them.
3.Lynx Mistresses: Brides that have a deep bond with the black lyxn even taking some inspiration in their dresses, capable of commanding a set of lynxes to battle, and all black lynx near them gain added benefits.
3.Redtears-1.Crimson Scythes: Painting parts of either their bodies or gear red in honor of their Lord of Tear, Manson, these troops carry a red stained scythe into battle dealing good amount of damage, and balance health pools.
2.Killer Claws: Haunts that paint parts of their hair red, and replace one or both arms with the red claw of a killer crab to be used as strong heavy weapons, some even use part of the shell of the hermit crabs to make armor for themselves, making them more durable and deadly in battle.
Basic Units-1.Spawns: Basic haunt units of male or female, with a goth style carrying various withered weapons, balanced but have low health pools.
2.Shriekwigs: Haunt women that were beheaded, and still live but lost their bodies, but with the power of the black water, their hair acts as their new legs and even weapons to lash at their enemies, ranged units with a passive that they release a Emotion aura once together.
3.Needle Heads: Haunts with very peculiarity, they are practically bald and covered in black spikes from their flesh and clothes, capable of firing all these needles in fast and deadly accuracy, thus making them the primary ranged units of haunt forces.
4.Copse-puzzles: Multi-armed haunts that personally stitched either more arms or weapon-ending limbs to make them stronger fighters in raids, passive of extra attacks, slightly higher damage, but lower mobility than other units from the added weight.
COMPENDIUM OF SONGCRAFT PART 2 MADNESS: The Source of Metal that the nightbourne were blessed by Hiesth. Commanding the power of Madness, creating a the melodies of Hiesth driving many insane with mental degradation, cause horrific nightmares and ruptured in reality, empower and invigorate those that are mad. Mainly beneficial to the nightbourne, and crippling to others races, multiple effects that cause misery and enlighten to all.
LESSER SONGCRAFT
1.Sounds of Madness: The warsingers play a dreadful melody of Doom Metal, greatly inspiring the nightbourne, while causing mental strain and gloom to their enemies. [Doom Metal inspired Buff and Debuff AOE spell]
2.Grasp of the Unknown: Songcraft that rip opens a rift into reality, as a giant clawed arm covered in eyes, smashing down onto the world, sending waves of madness, that doesn't allows the heretics to move, during this sacred beast presence.
3.Gaze of Hiesth: Playing a warsong that catches the sight of the Maddening, tearing into reality as it eldritch eyes manifest around the area, weakening the will and mental fortitude of the infidels that refused Hietsh's generous gift.
4.Demented Joys: Channeling the insanity of Doom Metal, for all listen and enjoy driving mad, converting the broken into the horde of madness. [Doom Metal inspired DOT that turn dead enemy units into basic nightbourne units]
GREATER SONGCRAFT
1.Whispers from the Beyond: Playing a eerie symphony of Madness, drawing in the voices outside their world, causing a area to suffer great amount of pain and wounds both in the body and soul.
2.Gift of Lost Monotony: Singing and appeasing Hiesth, he gifts the masses with a grand manifestion of maroon whirling winds, that drain the sanity of the monotonous, and grant madness to the enlightened. [Doom Metal inspired health drain spell]
3.Embrace the Madness: By the mass playing of Doom Metal, the songcraft of other Metals is distorted and rerouted to empower them instead. [Doom Metal inspired change of magical attunement]
MAJOR SONGCRAFT
1.Chaotic Calamity: Warsingers channel power, willingly bestowed to them from their God of Doom Metal, to fire a eldritch blast that consumes the magic of all heretical sources apart from Doom Metal. [Doom Metal inspired magic disrupting projectile]
2.Gruesome Masquerade: Channeling the power of Doom Metal, to open a portal that bring fort a horde of unspeakable horrors tearing apart the enemy, the surge of insanity boosting the mood and state of all nightbourne in the battle.
3.Ascend Through Abomination: Warsong that twist and turn nighttouched into the nightmares that are nightbourne, casting aside one form for another. [Doom Metal & Nightbourne inspired sacrifice/switching unit spell]
4.Realm of the Madness Maker: The ultimate warsong in dedication to Hiesth, upon singing this gruesome melody, a massive breach into the divine realm of Madness is open, flooding the world in it power, causing untold and uncertain of effects at the risk of all that within its range.
BLOOD: The Source of Metal that the gnoll bring wild, loud, and chaotic force of Grindcore. Commanding the power of Blood, the force that dwells withing all beasts and children of the Fanged Gods. The wild nature of Grindcore is reflected on their songcraft, mainly to enhance the battle capabilities of the packs, trigger frenzies, and even summon spectral beasts to shred their enemies.
LESSER SONGCRAFT
1.Grindcore Frenzy: The gnoll play like crazy animals, channeling the power of Grindcore, triggering a mad frenzy throughout the pack.
2.Feral Edge: A songcraft design to enrage the beast within gnolls, making them stronger in battle and unfeeling of pain. [Grindcore & Gnoll design attack buff with a defense debuff]
3.Get Back in the Fight: The power of Blood, that restore the gnolls, by snapping bones back together, stitching close wounds, and keep the pack in "tact", so they can fight more. [Grindcore & Gnoll design healing spell]
4.Blood Boomers: Using songcraft to turn the dead or the badly wounded into bombs, as they willingly explode in Yathyuah name, that hardcore action enhances the power of Grindcore and frenzy in the pack.
GREATER SONGCRAFT
1.Beast Unleashed: Harnessing the power of Grindcore to call fort a horrible creature of blood and bone, that attack and rampages across the battle for chaotic moment, before it reverts to gore.
2.Godbeast Jajahban: Warsong to call upon the believe to be pet of Yathyuah, Jajahban the giant warg of flames, father of those beasts to come and tear apart their prey. [Grindcore summoning spell of magical giant monster]
3.Bone Sprouting Rave: Warsingers play soo loudly and crazy that many gnoll sprout spikes of sharp bone from their bodies, adding protection and extra damage to their enemies at the cost of some health.
MAJOR SONGCRAFT
1.Call of the Red Moon: Playing the mighty warsong to Yathyuah, the gnolls manage to manifest a short period Red Moon, not only bestowing them with added frenzy but uncontrollable power and rampage, that is unleashed on everything.
2.Fangs of Yathyuah: A strong songcraft that triggers the bloodlust and fury of the Fanged God, gathering all the blood, flesh, and bone to form giant, razor sharp fangs that impale all the enemies, and before fading away these fangs act like a mouth, biting dealing extra damage.
3.Scarlet Nectar of the Feral Beast: Gnolls warsinging appeased their God, that a mass of red clouds are summon fort, as blood from the realm of Yathyuah starts to rain down, causing all touch to enter into a frenzy, and while gnolls thrive in this other races, have great difficulty to handle the blood rage. [Grindcore & Gnoll design AOE frenzy spell and disadvantages to enemies]
4.The Howl of Grand Slaughter: The greatest and most awesome Grindcore warsong, triggering the bloodthirst of the Fanged God, manifesting into the world unleashing a massive, powerful howl that devastates the enemies, excite the gnolls, and calls upon nearby packs.
DEATH: The Source of Metal that the wraiths constantly play. Commanding the power of Death, the melancholy that is song by those no longer living, the power to rise the dead, harness the cold, icy force of Death Metal itself. Highly meant to resurrect the unliving legions, and cripple victims in a frozen waste of death.
LESSER SONGCRAFT
1.Frozen Skull: The warsingers use the power of Death to summon a giant skull of frost, causing great frost magical damage, upon their living victims.
2.Spirits Reap the Living: Songcraft that summons from the afterlife restless spirits, to assault the enemy and some bare shall a grudge that they remain in battle still.
3.Unholy Resurrection: Main songcraft of all wraith, the power to reanimate and resurrect the dead as wraiths, under the command of greater member of their unliving race.
4.Wicket Blizzard: Warsingers sing into manifestation the ghostly winds that surge through the realm of the Soulkeeper, bringing fort a cruel blizzad that not only harms but weakens the living in movement and sight.
GREATER SONGCRAFT
1.Boneyard Surface: Liches use a songcraft, that summons to the surface a boneyard, that resurrect skeleton wraiths but repair some damage suffered to those skeleton on the area.
2.Soul of Ice: Songcraft that invokes great amounts of Death Metal, manifesting the specter of a ice maiden that sings, causing a spreading wave of deadly, freezing ice. [Death Metal inspired AOE frost spell]
3.Blade of Leddah: Songcraft which summons fort a spiritual and frost made giant arm of the Death Metal God, wielding a giant frost claymore, striking down at the living, causing a great frost wave and empower all undead.
MAJOR SONGCRAFT
1.Frigid Gravewalkers: Warsingers sing this songcraft, coating all their wraiths in deadly ice armor, enhancing all frost and magical attributes.
2.Icicle Storm: A powerful songcraft that unleashes the death ice from the realm of Leddah, causing a huge burst of ice spikes, after impaling the warsingers victim, but also grand explosion of frost.
3.Corpse Horde: Warsinging that rise the undead, zombies that stampede forwards at their living prey, as the horde marches on several zombie wraiths remain.
4.Absolute Frozen Melancholy: The greatest warsong of Death Metal, releasing the full power of Death, a surge of spiritual energy and grand surge of ice and frost, Leddah unleash a tempest that not only freezes but rise all dead, old and recent.