THE TALYRIONS
A vast human empire that primarily worships the Daemon-god Gothros. Different from the traditionally light-oriented humans of high fantasy, the Talyrions are the cause for the War of the Three Kingdoms. They have versatile foot soldiers, and great frontline support. In the late-game, they gain access to powerful daemons. Talyrion troops are generally good quality, and can easily win in straightforward battles with rigid discipline and training.
Racial characteristics:
-Small amount of units in the techtree, but most units are versatile
-Great support and high tier units, with generally consistent quality of all troops
-Multiple servitors can build a single structure, speeding up the process
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Technological levels are gained by building Altars of Power. Maximum level of 5. Tech levels unlock new units and upgrades within the techtree
-Zeppelin airship, available in Tech Level 4, allows effective harassment tactics
-Reliquary is a unique building that sells items to squads and can trade resources
-Easy to tower rush with the unique repair, and the Garrison coupled with Battlements upgrade
THE SHANDARI (not completed)
Shandari hail from the badlands of Shandar, the centre of the continent of Aldumar. The Shandari are akin to Dark Elves or Drow, and are a particularly vain and sadistic race. Following no single king, the disparate covens of Shandar follow either the Dogma of Dischord, the Dogma of Venom, or the Dogma of Umbra. Shandari have great ranged and aerial units. Their armies are highly mobile and stealthy, but do not excel in battles of attrition.
Racial characteristics:
-A majority of the units are highly mobile and/or stealthy, but are not effective in upfront engagements
-Units are effective at weakening the enemy and causing suffering
-The Tormentress summons slaves and structures; it is the backbone of a Shandari army
-Mines can be Spellbound to automatically harvest gold without the need of workers
-The Shadow Temple houses the three Dogma upgrades, each unlocking access to new units and upgrades
-All buildings have mana, and all summon units at the cost of mana instead of training them
-Gateways allow units to teleport to a specific location
THE DREADWOOD (not completed)
The native Drae of the Dreadwood are reminiscent of Wood Elves. But they are not serene guardians of the forest, they are the stuff of nightmares. The Drae seem to sprout from the ground like the roots of trees, and constrict and consume all that opposes them, like a vicious vine. Dreadwood units are primarily powerful forest beasts, however their infantry, the Timbargard, are numerous and able to overwhelm enemy forces.
Racial characteristics:
-Units change from weak and numerous to powerful and singular as the techtree tier increases
-The early tier Timbar units are very effective when en masse or in combination with the Dreadknight
-The Grovekeeper can purchase Drae Souls, which can be summoned onto the battlefield from wherever the Grovekeeper is
-Mines must be entangled by a Grovekeeper before workers can harvest gold from them
-The Dreadstalk upgrades itself to access the next techtree tier, much like normal Wc3
-All buildings can Uproot themselves, allowing them to move albeit at a very slow pace
-The Tree of Silence is a structure which generates a field of stealth, making nearby allies invisible