Eaglehaven - biggest city in the region, with all the riches but also rags that come with it. They control the great wall of Bulwark, once a ward against the barbarian tribes, now against the hordes of more bloodthirsty kind. Should those defenses fall - and they will - prepare to fight for the city. Will you protect the poor, or enclose yourself in seemingly safe city walls?
Hero choice: King of Eaglehaven or Palace Guard Captain
Special units: Guardsmen - stronger than your usual conscripts, those are the common folk ready to defend their home, with basic training and gear.
Palace Guards - elite force, bodyguards of nobles and royal family, those polearm-wielding warriors wreak havoc from second lines with ease.
Image of Eaglehaven's richer part of the city.
Image of poor district outside the main city walls.
Image of Bulwark wall - frontline defenses.
Ithoria - coming from a foreign empire, your troops are here to aid your allies against upcoming threat. You don't have a main foothold in the region, but your outposts are located in strategic settlements and at the fronts. If they fall, you all do, so cooperate with them and know when to fight and when to fall back.
Hero choice: General of Ithoria or Prince of Ithoria
Special units: Ithorian Footman - better geared, more experienced soldier from an empire with long-lasting military traditions.
Ithorian Veteran Footman - a grizzled veteran, more capable than Ithorian Footman.
Ithorian Grandmaster - a soldier that has earned a rank of a grandmaster has seen many campaigns and slain uncountable amounts of foes.
Image of main Ithorian camp.
Image of Ithorian outpost.
Guild of Mages - most of wizards, sorcerers and all other kinds of magic-users gather under the Guild's banners in this part of the world. Highest level of education, widespread teleportation system and prestige are only few of the reasons of why the Guild is so powerful. What they lack in brawns, those mages make up for in firepower, utility spellcasts and omnipresence. Sanctums and their accompanying vaults are located in every bigger city or fortress and usually guarded by golems.
Use your versatile casters to neutralize threats and decide - will you protect the famous Shifting Spire or the cities?
Hero choice: Guardian of Spire or Archmage
Special units: All of your units are unique - there are no ordinary footmen under your command. Guardian Golems, Adepts, Sorceress', Magical Wagons, Mage Guards, High Mages and Arcane Sentinels cannot be trained by anyone else. Use them wisely.
Image of main headquarters of the Guild.
Image of one of many sanctum outposts.
Emberwood - city erected on a mountain, located in a northern side of the region, with many farmlands and villages located below. Those fertile lands allow Emberwood to field a sizable cavalry unit. Initially, a fortified river ford is where defenses are laid out, but should it come to worst, stronger footholds are available on the mountain climb and Heirloom river.
Hero choice: Lord of Emberwood or Emberwood General
Special units: Light Cavalry - troops made for rapid response, should a need arise or enemy bypasses the frontlines somehow. Excellent shock troops.
Heavy cavalry - immovable bastions, those ironclad knights will stand their ground no matter what, with horses armoured just as heavily. They are respected even amongst their enemies.
Image of Emberwood's mountain city.
Image of farmlands of Emberfield.
Order of the Dawn - devout followers of the Light. An order of both religious and military origins, they guard Sanctum of Light and its' Sacred Source. They spread their faith with priests travelling the lands and templars helping peacekeep and aid the kingdoms against outside threats. Their goal is to keep the flame of hope burning high and eradicate the monstrosities of shadows with Light. Recently, however, some unknown crypts have been discovered south of their headquarters...
Hero choice:
High Templar or High Priestess
Special units:
Templar Initiate - lower rank templar, capable of blessing allies and holding the frontline.
Templar Knight - high-ranked templars, capable of not only blessing but revitalizing allies to fight longer.
High Priest - highest ranking officials in the order, unparalleled healers, capable of even reviving fallen allies. With their abilities and faith, nothing is impossible.
Image of Sanctum of Light.
Image of order's outpost at Eaglehaven.
Dwarves of Irongarde - humans are not the only ones inhabiting these lands and anyone travelling to the mountains in the west can see it for themself. These proud dwarves combine tradition and runic magic with advanced technological improvements to create an impressive fortress. Workshops, gold mines and spacious halls are all found in this domain. Soon, the undead hordes will find out how Irongarde earned its' name.
Hero choice: Mountain King or Elder Rune Mage
Special units: Runic Battle Mage - dwarven magic user, using runes for offense and defense alike, can burn down hordes of enemies with ease.
Sharpshooter - skilled soldiers, equipped with state-of-the-art equipment to shoot enemies from a distance. However, do not be deceived as they can be just as deadly at melee combat, should the situation require it.
Dwarven Catapult - unique machine launching giant rocks, ready to squash any target unfortunate to stand in its' line of sight.
War Golem - giant, towering golems ready to go toe-to-toe with any abominations thrown at them. It takes incredible amounts of strength to destroy those contraptions.
Image of Snowmelt village.
Image of inside of Irongarde.
Pearlcoast - a rich port city, ruled by a ruthless lord. It's citizens are fortunate enough that it's located far away from the frontline, however with every day the threat of undead hordes looms closer. To protect its' interests, the Pearlcoast leader will have to send the troops to aid the allies. Or perhaps the illusion of safety from within inner fortress walls is enough to guarantee his safety?
Hero choice: Tyrant of Pearlcoast or Fleet Admiral
Special units: Hired Thug - it's not easy keeping peace when every peasant could be a potential revolutionary. Fortunately, hired muscle is easy to find - evasive and strong, they can stand their ground.
Bodyguard - experienced soldiers, with best equipment that money can get. Heavy armour does not hinder them - their precision and strength is unmatched in close combat.
Image of Pearlcoast's inner fortress.
Image of Pearlcoast's poor districts and outskirts.
Mercenaries - a group of loosely organised warriors looking to earn some money. No land is under their control and their numbers aren't big - however their unique skills can tip the scales in favour of whoever they support. These heroic mercs aren't afraid of fighting and should always be on the lookout for allies in need and great foes to slay.
Hero choice: Shrouded Hunter or Spirit Guardian
Special units: Ranger, Barbarian, Druid, Arcanist, Magi, Priest, Mortar Team and so on. Each mercenary is unique and has its' own strengths. Decide wisely which ones you need and hire them!
Image of hideout and mercenary camp.
Legion of Nightfall - order created to patrol the borders, maintain strongholds and fight the invaders against the kingdom - with fortress to the east and controlling part of the Bulwark on their own. Even though the threat has changed to an unusual one and of sinister origins, the legion's purpose remains unchanged and they will valiantly stand at the borders of the kingdom, guarding the humanity they swore to protect.
Hero choice: Commander of Nightfall Legion or Gray Watcher
Special units: Nigthfall Footman - geared better and trained longer those footmen are usually also more experienced than their regular counterparts.
Nightfall Archer - marksmen with more experience and training than common army archers.
Manticore - a machine shooting multiple iron bolts at once, capable of dealing heavy damage to multiple enemies at once, basically impaling them with the missiles.
Image of Nightfall's inner fortress.
Image of Bulwark side controlled by Nightfall Legion.
Lakeburgh - technically advanced but isolationist city located on an island. Gunpowder technology from dwarves and control over the surrounding river and lake allowed it to stay somewhat independant. Undead threat looms close but the barricades have already been raised. Should the initial front get overwhelmed, the city itself should be safe, with only a single bridge leading into this stronghold secured by cannon towers. Until then, the trade shall continue and enrich the city.
Hero choice: Iron Vanguard of Lakeburgh or Lakeburgh Engineers
Special units: Elite Spearman - these elite troops combine the deadliness of pikemen with strength of a footmen, capable of inflicting great wounds upon their opponents while remaining protected by the armour and shields.
Rifleman - marksmen highly proficient with modified dwarven rifles, can fire at the opponents with great accuracy. Capable of punishing intruders from the safety of city walls and towers.
Image of city of Lakeburgh.
Image of Lakeburgh's trading outpost.