GAME TACTICA
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GAME TACTICA
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the Shadows of Lustria

The High Loremaster and the Krakenlord
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On Ulthuan and the coasts of Naggaroth, the ceaseless war between the Phoenix King and his exiled rival has reignited, drawing all elven realms into a conflict of calamitous consequences. Though most fight for land, pride, and ideals, those who pull the strings of power know that the war's true objectives surround the ancient Vortex that siphons the winds of magic from the world. While the opposing sides appear to be imprisoned in a violent and eternal stalemate, fighting for the resources of their ancestral homeland and the mystic keys that would allow control of the Vortex, an untapped opportunity has been revealed far to the south.

​In Lustria, hidden among forgotten ruins or hoarded away by the enigmatic guardians of the jungle's temple-cities, lie caches of powerful artifacts from the time Caledor and the Vortex's creation. Fragments of waystones and the scrolls of Hekarti number among these discarded treasures, and the revelations of their existence have reached the courts of both Lothern and Naggarond. From Lothern, High Loremater Teclis has defied calls to directly defend Ulthuan, and has controversially redirected the resources of the powerful Order of Loremasters towards a great expedition far from the war's front lines. The Witch-King of Naggarond, aware of both the value of these artifacts and his personal presence at the forefront of his invasion, has tasked another ambitious soul to search Lustria's jungles in his stead. Seeing great profitability for Karond Kar in controlling the means to the Witch-King's power, Lokhir Fellheart has agreed to utilize his corsair armies and his holdings at Chupayotl to scour Lustria and deliver its secrets to Naggarond.

Now, under jungle canopies and among exotic islands, the High Loremaster and the Krakenlord dispatch their forces in a shadow-war, destined to be eclipsed by the greater conflict in the north, but likely to determine the ultimate fate of all the elves.
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The High Elves

- Intrigue -
Influence can be spent on superior Lords and Heroes, or used to affect diplomacy between factions.

- Espionage -
Trade agreements allow line of sight to settlements controlled by trade partners.

- Martial Prowess -
 Superior coordination in melee combat when High Elves enter battle at full strength.
The Dark Elves
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- Black Arks -
Powerful naval units that replenish forces, allow recruitment, and bombard battlefields within range.

- Slaves -
Can provide bonuses to provincial economies at the cost of reduced public order.

- Murderess Prowess -
The favor of Khaine manifests as increased combat performance for the Dark Elves should enough sacrifices fall in battle.
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Lokhir Fellheart
(Brian)
​​
- Reaver Legacy -
Additional Climate: Jungle
+50% income from Slave Pens and Markets
(Factionwide)

- Menace of Mathlann -
+1 Black Ark capacity for each port settlement
(Factionwide)

​
- Krakenlord -
-50% upkeep for Black Ark Corsairs units
(Lord's army)
High Loremaster Teclis
(Weston)
​

- Influential -
+10 Diplomatic Relations with High Elf and Human factions
(Factionwide)

​
- The White Tower -
​Hero recruitment rank +5 for Mages
(Factionwide)
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- Preeminent Mage -
Winds of Magic power reserve +30
Fireball bound spell
​(Lord)
Victory Condition
The Order of loremasters loses Great Turtle Isle
​or
Complete the Ritual of the Trusted Sibling
Victory Condition
The Blessed Dread loses Chupayotl
or
Complete the Ritual of the Defender
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Winter, 2502 IC
Prologue
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​Spring, 2502 IC
Turn 9
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Summer, 2502 IC
Turn 23
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Autumn, 2502 IC
Turn 32
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Winter, 2503 IC
Turn 40
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Spring, 2503 IC
Turn 54
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The Turtle Isles captured by the Sentinels of Xeti
​Victory for Lokhir Fellheart
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