Coral Elves

Ailuril and Aguarehl, the second and fourth children of Nature (she who is Mother of All), brought forth the first of the Elder Monsters: the winged gryphon, the tiny sprite swarm, the intelligent sea creature called the tako, and the mighty coral giant. (Legends whisper fearfully of a fifth Elder Monster. Some say it is a denizen of the deep, an inhabitant of the sunless waters of a remote sea. They call this creature Leviathan.)

Ailuril and Aguarehl were pleased with their efforts, for the sprite was a comely little thing, and the giant a powerful guardian force. But the children of Nature took a closer look at their creation, and they saw that the Elder Monsters were imperfect, that they lacked true beauty and grace. Ailuril and Aguarehl redoubled their efforts and brought forth the Selumari, the First Race.

Crafted of air and water, the Selumari were beings of splendor and light. They were a noble race, filled with wisdom and guided by joy and compassion.  But the mercurial nature of air and water bred true in the Selumari, and after many generations the Coral Elves lost some of their dignity and virtue. They embraced warlike pursuits, and learned spells of destruction. They fell from grace as the favored First Race.

Terrain Advantage: Coral Elves may, when at a coastland terrain, count maneuver results as if they were save results.


Blue (Air) Spells

HAILSTORM Casting Cost: 2

Target any enemy army. Immediately inflict one point of damage to the target army, which may roll to save. Multiple castings increase the effect or target another army.

BREATH OF LIFE Casting Cost: 3

Target one health-worth of units in your DUA. Target units immediately join the casting army. Multiple castings increase the number of health affected.

WIND WALK Casting Cost: 4

Target any army. Until the beginning of your next turn, add four maneuver results to the target army. Multiple castings increase the effect or target another army.

BLIZZARD Casting Cost: 4

Target any terrain. Until the beginning of your next turn, halve all melee results at the target terrain. Multiple castings target multiple terrains.


Target any enemy unit. The target unit must immediately generate a save or be killed. Multiple castings target multiple units.

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