Primordial of Aldémoros (main elven branch) · Order

Celestial Elves

the Astreans

« The ancients who hold their tongue. »

I am Memorant of the second rank at the Tower of Calanthion, and I have spent two centuries copying the chronicles of my peers before being authorised to write one of my own. This is one. It will not be read until I am absent.

Our people is one of the six Primordials of Aldémoros — the most ancient still standing. When the Breaths took flesh in six peoples in the Age of Legends, we were those who chose preservation: preserve the Pacts, preserve the forms, preserve the Breath in the flesh without letting it be spent. Thirteen First Houses were born of this choice, each sealing an Ancestral Pact with a great Beast — Calandros with the Phoenix, Hélonys with the Dragon, Thélaris with the Great Eagle, Léontides with the Lion, and nine others whose names are no longer spoken aloud. What is called elsewhere elven longevity — a few thousand years without aging — is not a gift of the gods; it is a discipline, where the flesh yields to the Breath without resistance, where ageing is more a choice than a fate.

We forged with the First Builder of the Dwarves the first blade of Star-Steel; our elven brothers divided thereafter — the Sylvestrins broke the Pacts for more diluted accords, the Dark Elves chained them rather than honour them. The triple discord has not been resolved in three thousand years, and shall not be in my lifetime. We preserve. That is what we know to do.

In the thirteenth century of the Age of Kingdoms, Théandriel-of-Seven-Dawns, archmage of House Athrenis — the first House swallowed by the Veil at an earlier Collapse, of which he was one of the last in exile — made a decision no Elder before him had made. He went to the humans of the Former World at their arrival at the First Convergence, and stayed with them. He fought beside Alderick the Great, taught them the Breaths, formed about him the first human wizards — the line that would become, after alliance with the Dwarves, the Forge-Magi. And he granted Alderick — to him alone, because no other human had the flesh to bear it — the Grace of Long-Life, the art of slowing aging by continuous draw upon the Breath. On an elf, the Grace is almost natural: the flesh yields. On a human, each draw leaves a fissure that corrupted Breaths can take. Théandriel ceased the Grace one night of the fortieth Council of Aldérium; the human chronicle does not record the night in question. Ours does. Alderick died two years later, no surprise to Théandriel.

At the Collapse of year 0, the Veil cracked a second time. The Calandros lost the Athrenis in the same rite; the Diet of the Five Crowns, founded on this occasion, keeps a fifth seat empty in memory of the swallowed House. We withdrew to the Archipelago of Erys, and there have waited two thousand years for Aldémoros to stabilise — which it has not done. Our four active Houses — Calandros, Hélonys, Thélaris, Léontides — elect the Diet, and above them the Four-Times-Crowned bears the four crowns of the four Pacts simultaneously and reigns five hundred years or until his death. He also serves as supreme Memorant; I am one of his scribes.

The current Four-Times-Crowned is Pyréon Calandros, elected six decades ago, the youngest of the four Archons of his time, the most aggressive also. He has recalled the armies of the island holds, reopened the Star-Steel arsenals, broken two thousand years of withdrawal to publicly announce that he will « purge Aldémoros by fire » — beginning with the Dark Elves of the Great North, whose fleet is preparing to descend upon the Archipelago for the eighth time in three centuries.

An Astrean is recognised before he speaks: he speaks little, never quickly, and always in the past tense — as though the present were not worth lingering over. His sentences are long, his vocabulary chosen, his irony dry. He does not jest — he observes, he names, and at times he condemns. Those who have met him in embassy speak of him with an admiration mixed with unease; those who have met him in battle no longer speak of him at all.

Pact Breath Lineage Memorant Archon Diet Crown Four Times Crowned Pinnacle Collapse Triple Discord Stellar Steel
Cultural setting
Capital, politics, faith
Capital

Calanthion, on the main island of the Archipelago of Erys — a city of pale marble and high Pinnacles, founded at the close of the Collapse and never taken since. There, atop the First Pinnacle, sits the Four Times Crowned.

Politics

Four First Houses still rule the Archipelago: Calandros the Phoenix, Hélonys the Dragon, Thélaris the Eagle, Léontides the Lion. A fifth — Athrenis — sank at the Collapse, and its throne stands empty in the great hall of Calanthion. Above the four Archons reigns the Four Times Crowned, elected from among them by the Diet of the Five Crowns. His reign lasts five centuries or until his death — whichever comes first — and while he reigns he is also the supreme Memorant of the Astrean people: he knows the history of the Elves better than any living chronicler, and forgets nothing of what he has learnt. The Diet has just girded Pyréon Calandros, Archon of Calandros. The marble of the Pinnacle had not had time to cool before he announced his intent: to put an end to the age of compromises. To him, the Collapse was no accident of the Veil but the consequence of the proliferation of younger peoples upon a world that should never have been theirs. He has recalled the armies to Calanthion, reopened the Stellar Steel arsenals untouched since the Age of Kingdoms, and spoken openly of purging Aldémoros by fire. Hélonys watches, Thélaris hesitates, Léontides exults — and no House has dared contest the election.

Religion

The Astreans do not pray to gods; they keep Pacts. Each great totem-Beast — Phoenix, Dragon, Great Eagle, Lion — is the ancestor, the guarantor and the witness of a House. To honour the Pact is the only form of piety the Pinnacles recognise; the rest is human superstition.

Magic

Astrean Mages study the eight Breaths, but one belongs to them alone: the First Breath, inherited from the First Houses, transmitted in the Pinnacles since the Age of Legends. Their magic is slow, ritual, aristocratic — a Mage who hurries is a Mage who compromises himself.

Geography

The Archipelago of Erys lies east of Aldémoros, at the heart of the Scar-Isles: a chain of islands where the Veil remains thin and the Breaths blow violent, sometimes for days on end. No foreign vessel approaches without a Coastal Guard watchman knowing of it already.

Army Roster

The units available in the standard army composition, sorted by category.

29 units · 4 categories

Characters

Elven Prince

Elven Prince

Regular Infantry
Profile M WS BS S T W I A Ld Pts
Prince 5 7 7 4 3 3 6 4 10 130
« The blood of a First House is worth a thousand human oaths. »

The Princes of the Astreans are the direct heirs of the First Houses of Calanthion — five of the thirteen lineages that survived the Collapse of the Veil and founded the Archipelago of Erys, and the most illustrious among them. Raised from childhood in the discipline of arms and the memory of the ancestral Pacts, they bear a title that passes neither by decree nor by marriage, but by descent proven all the way back to the Age of Legends. A Prince who cannot name his ancestors down to the tenth generation is an impostor, and knows it.

In battle, a Prince is above all a strategist: the Astreans are few, and every life counts. He studies the terrain, places his regiments with maniacal care, refuses any engagement that is not favourable. When the fighting must come, he fights — and he fights well, his blade gleaming with Stellar Steel passed down from before the Fracture, that no living artisan could re-forge. Younger peoples take them for haughty because they manoeuvre rather than charge; older peoples know that an Astrean commander weighs the cost of every step, and concedes none for nothing.

Elven Noble

Elven Noble

Regular Infantry
Profile M WS BS S T W I A Ld Pts
Noble 5 6 6 4 3 2 5 3 9 70
« The title passes by blood; authority, by patience. »

The Nobles of the Astreans are the cadets, the second-born, the aunts and uncles who will not inherit the seat of a House. This diminishes neither their lineage nor their role: alongside the Princes, they command the wing regiments, negotiate inter-isle escorts, preside over the lesser judgements of the House-cities. Many live longer than the Princes they serve, and some reach ages where one stops counting in centuries.

In battle, a Noble is a patient commander. Where the Prince decides the battle, the Noble holds his flank, refuses to move, awaits the order. He rarely bears a Stellar-Steel relic-weapon — those follow the direct inheritances — but his sword is forged in the workshops of his House and his armour has been polished since his first levy. Humans who meet him in parley often underestimate him; those who meet him in battle quickly take his measure.

Archmage

Archmage

Regular Infantry
Profile M WS BS S T W I A Ld Pts
Archmage 5 4 4 3 3 3 5 2 8 155
« When an Archmage speaks, the Veil listens. »

To become an Archmage, one must survive. Three Breaths mastered, two centuries of study, a personal Pact sealed with a great Beast: the Astreans do not hand out the title. Archmages dwell in the Pinnacles of the House-cities, tall towers whose very stones are cut to channel the Breaths, and only descend into battle when a whole House asks it of them.

Many practise the First Breath — the Breath of the First Houses, inherited from the Age of Legends, that few living peoples can even perceive. An Archmage who channels it changes the sky for leagues around, makes the Stellar Steel of banners gleam, opens passages in the Veil that none should take. Younger peoples call this magic; the Astreans simply say they remember.

Mage

Mage

Regular Infantry
Profile M WS BS S T W I A Ld Pts
Mage 5 4 4 3 3 2 4 1 8 80
« One Breath is enough to die learned. »

Every Astrean child born with the gift studies first alone, then in the Pinnacles of a House-city under the tutelage of a trained Mage. The discipline is old and slow: one learns to listen before learning to call. A century of study for a Breath well held, two centuries for two. Many Mages stop at one, judging it better to fully master a single voice than to babble across several.

On the battlefield, an Astrean Mage acts in complement to the regiments — he does not replace a charge, he accompanies it. He walks behind the first line, shielded by the Sentinels, and chooses his spells the way a Prince chooses his steps: as few as possible, at the right moment. When a Mage hurries or grows giddy, one knows the battle is going poorly. When a Mage stays silent, it is because the Spearmen are enough.

Dragon Mage

Dragon Mage

Behemoth
Profile M WS BS S T W I A Ld Pts
Dragon Mage 0 4 4 3 5 6 5 2 8 275
Sun Dragon 6 5 0 5 0 0 4 4 0 0
« The Pact lives in two bodies; it will die in two. »

House Hélonys is the House of the Dragon. Since the Age of Legends, its Mages have sealed a personal Pact with a Dragon of Mature Age — not a Sire-Dragon, still less an Elder, but a grown Dragon who has agreed to share its fate with an Astrean. The Pact is uttered over three days, in the frozen heights of a dragonic isle of the Archipelago, and it binds the two beings until one of them dies.

In battle, the Dragon Mage is a living spell. He flies where none should fly, crosses lines in a storm, strikes lightning from the saddle. His magic is less measured than that of his brethren in the Pinnacles: the proximity of the Dragon feeds the Breath, swells it, makes it brutal. When the Dragon dies, the Mage often dies within the week — no wound, no poison: simply the absence of the other. The Hélonys speak little of what is lost in taking a Pact. They know what is gained.

Handmaiden of the Crowned

Handmaiden of the Crowned

Regular Infantry
Profile M WS BS S T W I A Ld Pts
Handmaiden of the Crowned 5 6 7 4 3 2 6 2 8 65
« The Archon commands; the Sentinel watches — and falls before him. »

The Royal Sentinels are the female elite of the First Houses, personal bodyguards of the Archons who command them. Every great House maintains its own guard — Calandros, Hélonys, Thélaris, Léontides — and each trains its Sentinels according to its temperament. The oath, however, is everywhere the same: to protect the Archon at any cost, first of all one's own.

In battle, they appear rarely, and only at the side of the one they have sworn to defend. Their duelling spears — fine, long, forged in the Stellar Steel of their House — are made for the precise strike, not for the melee. They do not wear the heavy armour of other Astrean elites: their evasion is worth a thousand plates. For an Archon to fall while a single Sentinel still lives is a dishonour from which no House recovers; it is understood that they should have died first, every one of them, before any blade touched the one they were guarding. The Sentinels Pyréon girded in the time when he was Archon of Calandros have followed him since his election; they are now seen in the shadow of the First Pinnacle — a rare and heavy sign of the new era.

Sky-Mage

Sky-Mage

Regular Infantry
Profile M WS BS S T W I A Ld Pts
Sky-Mage 5 4 4 3 3 2 4 2 9 85
« The sky speaks. Thélaris listens. »

The Storm Weavers are the wizards of House Thélaris. Where Mages of other Houses study an abstract Breath, they learn to read the sky the way one reads a book — the colour of the clouds at morning, the fold of wind in the sails, the angle of attack of a Great Eagle gliding. The Breath of the Heavens is not channelled otherwise: one must first observe it, long, in silence. Many Storm Weavers spend their first centuries of training in the heights of the isles, without descending.

In battle, they are the eyes and the oracle of the House. Before the first clash, they announce to the commander the storm that will arrive in two hours, the turn of wind that will disadvantage enemy archery, the precise moment when holding will serve better than charging. When they channel — and they do so sparingly — it is the clouds themselves that obey: chain lightning over an enemy formation, fog isolating a flank, wind laying down adversary arrows. House Thélaris says you don't win a battle with a Storm Weaver; you win the one he saw coming.

Thalindra, Watcher of the Pale Shore

Thalindra, Watcher of the Pale Shore

Regular Infantry
Profile M WS BS S T W I A Ld Pts
Thalindra 5 7 7 4 3 3 7 3 9 170
« The Pale Dawn is hers. None has woken her in ten centuries. »

Thalindra was born on the eastern isles, where the Archipelago of Erys grazes the black waters of the Eraban coast. None in the Cadet House that raised her remembers when she took up the watch — the chronicle says "since the second-to-last century of the Age of Kingdoms", which places her service at more than two millennia of continuity. She commands the Coastal Watch companies that patrol the Pale Dawn; on the order of Calanthion, her word carries further than a foreign Archon's.

In battle, she wears heavy armour, shield, and the long bow across her back. At her hip, the Veil-Blade — a magical weapon drawn from an ancient shard of the Veil, whose steel forces the enemy to redo his strokes. Where she walks, the Guards she commands shoot farther and truer: her talent passes from her to their arrows. Seven major Eraban incursions have been stopped because she announced them three days before they touched land — and those that did touch land were repelled by her Guard, under her voice, by the arrow first and the steel after.

Khreon Warmane

Khreon Warmane

Heavy Infantry
Profile M WS BS S T W I A Ld Pts
Khreon Warmane 5 7 5 4 3 3 6 4 9 175
« The Pelt he wears belonged to only one lion. It was the first. »

Khreon Warmane is a legendary champion of House Léontides. An aspirant Léontides Cleaver in his time, he passed the white-lion trial at an age that would have caused scandal in any other House; that should have been his undoing. Instead of falling in line as expected, he climbed the passes alone in search of a greater lion — the one the House then called the First, which the chronicle said had ceased descending eight hundred years before. He found it. He killed it. He wears its pelt.

In battle, he wears heavy armour and the Pelt of the First Lion, which makes his flesh harder to break than any living Astrean's. With two hands, he wields Beast-Breaker — a Stellar Steel axe forged to split the skull of an Eraban Black-Beast in a single blow, with the adversary manes carved into the haft counted in dozens. When Khreon charges, it is not a Léontides Cleaver charging, nor even a Lion Chieftain: it is the House of the Lion remembering what it once did to the First.

Core

Elven Spearmen

Elven Spearmen

Regular Infantry
Profile M WS BS S T W I A Ld Pts
Elven Spearman 5 4 4 3 3 1 4 1 8 9
Sentinel 5 4 4 3 3 1 4 2 8 +5
« One comes to the spear after the bow. One stays there longer. »

The Elven Spearmen are the second stage of the decade of watch — the one where an Astrean leaves the cord for the haft, distance for the rank. Every serving-age citizen passes through it, after their years of archery: man, woman, mage in training, artisan. It is not a professional army in the human sense — it is a House obligation, a debt to the Archipelago and to the Pacts that protect it. Veterans frame the younger spearmen and pass on the dry discipline of the Astrean phalanx: hold the line, do not break, await the order of the House commander.

The heads of their spears are tempered in Stellar Steel — not the full alloy of heroic weapons, but a surface coat enough to keep the edge keen for a century. At short range, their close formation forms a wall; on the charge, their discipline holds where a human levy would scatter. Astreans stay with the spear as long as it takes, and that is rarely short: several decades, often far longer, before the Coastal Watch recalls them or a House distinguishes them for a specialty.

Elven Archers

Elven Archers

Regular Infantry
Profile M WS BS S T W I A Ld Pts
Elven Archer 5 4 4 3 3 1 4 1 8 10
Sentinel 5 4 5 3 3 1 4 1 8 +5
« One learns war at the bow before one learns it at the spear. »

Elven Archers are the youngest of Astreans in arms. The levy begins with the bow — because one holds a bow at a distance, and it is with the bow that an Astrean soldier learns to kill without seeing his target fall under his feet. Many come from the highland villages and the farming isles, where the bow is drawn from childhood for the hunt and for harpoon-fishing. Once levied, their weapons are engraved with the seals of their House, their arrows fine-fletched in the workshops of Calanthion.

On the battlefield, they arbitrate. An Astrean archer shoots less than a human archer — less, but precisely. His arrows arc over the friendly ranks, plunge into the enemy flanks, fell a standard-bearer at a thousand paces before melee even begins. Those who survive their first decades at the bow pass to the spear; those who remain at the cord remain by choice, or by recognised talent.

Coastal Watch

Coastal Watch

Regular Infantry
Profile M WS BS S T W I A Ld Pts
Coastal Watch 5 4 4 3 3 1 4 1 8 11
Sea Master 5 4 5 3 3 1 4 2 8 +7
« The Astrean shore never sleeps. »

The Coastal Watch is the third stage of the decade of watch — the one where an Astrean, already trained at bow and spear, adds the shield and the sail. A mixed regiment able to hold a quay through a storm, board an Eraban ship at its mooring, or march in formation like a regular infantry. Every isle-city maintains its Guard, funded in equal share by the ruling House and the merchant guilds — it is the only Astrean unit where cadets of Cadet Houses may command fishermen's sons without either side taking offence.

Spear, shield, short bow: their kit reflects the whole path already walked. On the shore, they shoot at close range and charge on the signal. Aboard a boarded ship, they invert the order — arrows first, steel after. Veterans carry the marks of their trade: skin weathered by the salt of winters at sea, a fragment of Stellar Steel taken from a fallen Eraban during a boarding. Many Guards remain there until a House distinguishes them for a specialty; some spend several centuries in the Guard, and die at sea.

Light Reavers

Light Reavers

Light Cavalry
Profile M WS BS S T W I A Ld Pts
Light Reaver 0 4 4 3 3 1 4 1 8 16
Harbinger 0 4 5 3 3 1 4 2 8 +8
Elven Steed 9 3 0 3 0 0 4 1 0 0
« The contested isle is won before the army lands. »

Before an Astrean regiment sets foot on a contested isle, the Light Reavers have already been there ten days. Light cavalry, swift mounts, kit pared down to the bare minimum: they map the ground, mark the enemy positions, sabotage the bridges and the wells. Many never join a pitched battle in their careers — their work ends before the blood.

When the strike must come, it comes fast: ambush at grey dawn, short-range harassment from the wood-line, withdrawal at the first counter-charge. No Reaver has ever held a position against the enemy — Astrean doctrine does not ask it of them. One does not ask a scout to die where he has spent the night; one asks him to come back with a fresh map.

Silver Riders

Silver Riders

Heavy Cavalry
Profile M WS BS S T W I A Ld Pts
Silver Rider 0 4 4 3 3 1 5 1 8 23
High Helm 0 4 4 3 3 1 5 2 8 +6
Barded Elven Steed 8 3 0 3 0 0 4 1 0 0
« The silver helm is not for shining — it is for being recognised. »

The Silver Riders are the standard heavy cavalry of the First Houses. Silver-polished helms, long lances, barded chargers: a Silver Rider costs as much as a company of Spearmen, and the House that arms him expects a proportional return. Noble sons serve a decade before pretending to wing command, Princes' sons serve a century before pretending to anything else.

In battle, their charge is led, measured, sometimes held back. Where humans charge in line and hope to break through, the Silver Riders charge in wedge, in exact files, and know how to peel away in arc if the angle no longer suits their captain. Their silver helm serves less to intimidate than to be identified in the melee by friendly regiments: a Silver Rider shouting an order is obeyed before his voice is even recognised.

Sisters of the Flame

Sisters of the Flame

Regular Infantry
Profile M WS BS S T W I A Ld Pts
Sister of the Flame 5 5 5 3 3 1 5 1 8 15
High Sister 5 5 6 3 3 1 5 1 8 +7
« One arrow, one flame — the Phoenix blesses both. »

The Sisters of the Flame are the priestess-archers of House Calandros — the female branch of the Phoenix Pact, distinct from the Guard of the Phoenix which is its silent and defensive branch. Where the Guards see their death in the flame and no longer speak, the Sisters receive the flame in their hands and learn to give it — not by the blade, but by the arrow. The investiture rite takes place on the morning of the solstice, on the high terrace of the Calanthion sanctum, and lasts three days.

In battle, they shoot. Not just any bow: a long ritual bow carved from the wood of the Phoenix sanctuaries, every arrow taking the flame the instant it leaves the cord. They stand behind the lines — neither melee nor cavalry — and choose their targets with the patience of priestesses: an enemy standard-bearer, an adversary Champion, a wizard who has exposed himself. The chant they take up as they loose is no mere psalmody — it is the invocation by which the flame rises on the arrow's point.

Special

Léontides Cleavers

Léontides Cleavers

Regular Infantry
Profile M WS BS S T W I A Ld Pts
Léontides Cleaver 5 5 4 4 3 1 5 1 8 14
Guardian 5 5 4 4 3 1 5 2 8 +6
« Every cloak-bearer is a Chieftain in waiting. »

The Léontides Cleavers are the martial elite of the House of the Lion: heavy infantry warriors armed with the twin-axe and draped in the white-lion cloak, won in the trial that raises them from aspirant to Léontides Cleaver. The House keeps no fixed regiment — each Léontides Cleaver joins the levy of his father, his brother, or the Chieftain to whom he has sworn.

In battle, they do not hold the flanks: they break the lines. Where Spearmen keep the rank, the Léontides Cleavers step forward and break — shields, stakes, close formations. Their twin-axe, short and heavy, is made for the rising stroke that passes under a high guard. Many fall in their first battle, young and impatient; the others become the veterans who train the Lion Chieftains — those, the other Houses listen to when they speak at Council.

Sword Masters

Sword Masters

Regular Infantry
Profile M WS BS S T W I A Ld Pts
Sword Master 5 6 4 3 3 1 6 1 8 14
Bladelord 5 6 4 3 3 1 6 2 8 +6
« Three centuries of the blade for a single true cut. »

The Sword Masters are the duellists of the Astrean schools — every First House maintains its own, and a few Cadet Houses besides. Admitted as aspirants around their fiftieth year, they study one two-handed sword for two centuries before a Doyen grants them the title. The hilt of their weapon carries as many engravings as duels won; some count several hundred.

On the battlefield, their role is simple: they break the enemy line at its best-defended point. Where a normal troop recoils before an enemy Champion, a Sword Master steps forward, salutes, and cuts. Their blade is longer than a spear, swifter than an axe, and their movements have the cold precision that comes only from two centuries of study. Few living swordsmen are their equals; rarer still are those who have lived through a duel with a Master to tell of it.

Guard of the Phoenix

Guard of the Phoenix

Heavy Infantry
Profile M WS BS S T W I A Ld Pts
Guard of the Phoenix 5 5 4 3 3 1 5 1 9 16
Keeper of the Flame 5 5 4 3 3 1 5 2 9 +7
« The Phoenix has burned them once. They do not speak of it. »

The Guard of the Phoenix is the sacred elite of House Calandros — a body of guardians chosen not by lineage but by calling. Every candidate spends a night alone in the inner sanctum of Calanthion, where the eternal flame of the Phoenix Pact has fed upon itself since the Age of Legends. He comes out without ashes, without wounds, but without ever opening his mouth again: every Guard takes the vow of silence on leaving the rite.

What they saw in the flame, none knows for certain; the Sisters of the Flame may guess, but they will not tell either. In battle, the Guard of the Phoenix are the hedge around the Phoenix Archon: scaled armour, long halberds with curved heads, formation as still as a wall. They do not recoil, do not shout, do not celebrate their dead — those simply step into the flame in their turn. Since Pyréon was girded as Crowned, their elite cohort has left the House-city of Calandros for the First Pinnacle; the hedge endures, but it now stands around the bearer of the four crowns.

Shadow Wardens

Shadow Wardens

Regular Infantry
Profile M WS BS S T W I A Ld Pts
Shadow Warden 5 5 5 3 3 1 5 1 8 14
Shadow-walker 5 5 6 3 3 1 5 1 8 +6
« Athrenis sank; her sons walk still. »

When the fifth First House sank at the Collapse of the Veil, what remained of her sons refused the asylum offered by the other four. They took to the sea in small groups, settled on the Cadet isles and the far ports of the Archipelago, and learned to survive without a Mother-House, without a Pinnacle, without a Diet to count them. They still call themselves Athrenis, but no throne in Calanthion bears their name any longer.

On the battlefield, they do not fight in formation: they glide. Grey cloaks, short bows, silent blades — the Shadow Wardens appear where the enemy thinks his flank is quiet. Many choose to serve a House for pay, but their preferences are known: an Athrenis who can aim at an Eraban prefers him to any other adversary.

Elven Chariots

Elven Chariots

Light Chariot
Profile M WS BS S T W I A Ld Pts
Elven Chariot 0 0 0 5 4 4 0 0 0 75
Elven Charioteer (x2) 0 4 4 3 0 0 4 1 8 0
Elven Steed (x2) 9 3 0 3 0 0 4 1 0 0
« One does not crash an Astrean chariot. One glides. »

Elven Chariots are works of the workshop as much as engines of war. Carved wood, polished bronze fittings, stitched harness — each chariot carries the marks of the House that funded it, and the signature of the master-wright who assembled it. No Astrean chariot rides into battle before having seen at least a century of ceremonies, parades and exercises.

In the field, a chariot is driven by a Cadet-House charioteer and carries one or two elite archers or a Noble in person. Its function is neither shock nor breakthrough: it glides along the edge of the fight, harasses a flank at close range, peels back before the enemy has had time to turn. The Houses that field them in greater numbers — Calandros and Thélaris above all — see in them a civilized extension of war, a way of fighting without getting dirty.

Drake Princes

Drake Princes

Heavy Cavalry
Profile M WS BS S T W I A Ld Pts
Drake Prince 0 5 4 3 3 1 5 2 9 37
Drakemaster 0 5 4 3 3 1 5 3 9 +7
Barded Elven Steed 8 3 0 3 0 0 4 1 0 0
« The blood of the Dragon is not ridden — it is carried. »

The Dragon Princes are the sons of the Houses descending from Hélonys — not the Pact-bound Mages (true dragon-riders are rare, one per generation), but the heirs of a lineage whose blood traces back to the dragonic Pacts of the Age of Legends. They do not ride dragons. They charge as heavy cavalry on barded chargers, but their blood means the slightest skirmish involving them is treated by the other Houses as a matter of protocol.

In battle, they charge in a launched wedge — like every Astrean — but their wedge is denser, heavier, driven further. The blood of the dragonic Pacts gives them an endurance the other Houses do not know how to measure: a Dragon Prince does not feel fatigue or fear the way others do, and his charger knows it. It is the least Astrean of Astrean charges — decided like the others, executed like no other.

Lion Chariot

Lion Chariot

Heavy Chariot
Profile M WS BS S T W I A Ld Pts
Lion Chariot 0 0 0 5 4 4 0 0 0 125
Lion Charioteer (x2) 0 5 4 4 0 0 4 1 8 0
War Lion (x2) 8 5 0 4 0 0 4 2 0 0
« Two beasts, one driver, and the House of the Lion charging. »

The Lion Chariot is the signature war-engine of House Léontides. A low two-wheeled platform, heavier than the ordinary Astrean chariot but shorter, made not to glide but to crash. It is drawn by two War Lions — beasts raised in the House-mountains and Pact-bound to their driver from their earliest age. The manes are painted in gold pigment on battle days, by tradition as much as by signal.

In a charge, the Lion Chariot resembles no other Astrean chariot. Where the Calandros and Thélaris harass, the Léontides crash: the combined mass of the two beasts, launched at full speed, drives through an infantry line like a wedge struck into wood. The driver does not hold the reins to steer — he holds them to keep his place. The beasts know where to go, and their Pact with their driver tells them when to come back.

Sky Chariot

Sky Chariot

Heavy Chariot
Profile M WS BS S T W I A Ld Pts
Sky Chariot 0 0 0 5 4 4 0 0 0 90
Coastal Crew (x3) 0 4 4 3 0 0 4 1 8 0
Swiftfeather Roc (x1) 2 5 0 4 0 0 4 2 0 0
« When a Sky Chariot passes, the enemy has already lost his flank. »

The Sky Chariot is the signature engine of House Thélaris. Built light, almost fragile to the eye, it is drawn by two Great Eagles — not just any: those who have accepted the harness with the driver at the end of their first summer at altitude. The wood is hollowed cedar, the platform circular, the crew limited to two Astreans: a driver and an archer-observer. Beyond that, the eagle no longer takes off.

In battle, the Sky Chariot never descends. It circles widely above the lines, marks the enemy's movements, designates targets to friendly regiments with coloured signal-cloth. When the archer-observer shoots, it is at a precise objective — a commander, a trumpeter, a standard-bearer — and he shoots from a height where few enemy bows can answer. Other Houses call this observation; House Thélaris calls it war seen from above.

Rare

Pyric Phoenix

Pyric Phoenix

Monstrous Creature
Profile M WS BS S T W I A Ld Pts
Pyric Phoenix 2 5 0 5 5 5 4 3 7 170
« One does not kill a Phoenix. One only forces it to begin again. »

The Flamespyre Phoenix is the great Beast Pact-bound to House Calandros since the Age of Legends. Not an animal one trains, not a familiar one commands: a creature that belongs to a cycle other than that of mortals, and which has agreed to lend its flame to the House as long as the House honours its Pacts. When a Phoenix descends upon a battlefield, it is because the Archmages of Calandros have judged the stakes worthy of the invocation — and that is rare, a few times per century.

In flight, the Flamespyre Phoenix unfolds wings of living ember: its passage sets grass alight, melts the steel of imperfect armour, raises fear in enemy regiments. It can be brought down — its flesh burns too — but its death is only a stage. The Pact recalls it; it is reborn in the flame that killed it and takes back the sky a few moments later. One does not get rid of it: one outlives it, until it chooses to ascend again.

Rime Phoenix

Rime Phoenix

Monstrous Creature
Profile M WS BS S T W I A Ld Pts
Rime Phoenix 2 6 0 6 6 5 3 4 8 205
« What the flame takes, the frost preserves. »

The Frostheart Phoenix is the other face of the Phoenix Pact — a glacial variant, rarer, older in the memory of Calandros. Where the Flamespyre honours the cycle of burning and rebirth, the Frostheart honours stillness: it does not return, it freezes. The House chronicles mention it only on four battles since the First Fracture. None knew a second appearance in the same decade.

In flight, its passage chills the air for scores of paces, and the breath it releases freezes arrows mid-arc, stiffens horses in their charge, holds blades drawn from the scabbard. It does not flame, it slows the world. Veterans who have seen one say it carries on it a shard of the First Breath — the one that came before heat, and which the Astreans may have only ever half-known.

Great Eagle

Great Eagle

Monstrous Creature
Profile M WS BS S T W I A Ld Pts
Great Eagle 2 5 0 4 4 3 4 3 6 60
« The Great Eagle does not serve the House. It accompanies it. »

The Great Eagles are the totem-Beasts of House Thélaris, Pact-bound not by lineage but by individual agreement: a high-born eagle and a chosen Astrean meet, sometimes over several years, before the Pact is sealed. No Eagle can be compelled, and no Pact is inherited — when the Astrean dies, the eagle returns to the heights and usually does not descend again. Some of those still flying above the Archipelago are several thousand years old: the huntsmen of Thélaris know them by the faded colour of their plumage.

In battle, a Great Eagle flies, observes, strikes. Its sight carries further than any mortal eye, its talons open a scaled armour at a single pass, and its memory of fields and isles is so exact that Thélarian commanders consult it as one consults a map. When a Great Eagle falls in battle, the House records its name, the known age of its Pact, and the name of the Astrean who accompanied it — out of duty, and so that the next generations may know what has been lost.

Talon Bolt-Thrower

Talon Bolt-Thrower

War Machine
Profile M WS BS S T W I A Ld Pts
Eagle-claw Bolt Thrower 0 0 0 0 6 2 0 0 0 80
Coastal Crew 5 4 4 3 3 2 4 2 8 0
« Six bolts. Six holes. Nothing in between. »

The Talon Bolt-Thrower is the signature siege engine of the Astrean arsenal — Thélarian concept, multi-House manufacture, Coastal Watch crew. The mechanism is ancient: a rotating frame, six crossbow bolts drawn in fan, a ratchet system inspired by the talons of a Great Eagle closing its grip on prey. Each bolt carries cutting barbs that the shooter cannot withdraw without tearing what they have caught.

In battle, the weapon is served by a crew of three Coastal Crew members around the frame. Its range is nothing exceptional; its rate of fire and its versatility are. The shooter chooses before each shot: a single heavy bolt cast long to pierce a cavalryman's plate or a monster, or six lighter bolts loosed in fan to sweep a formation at short range. Against cuirassed targets — human knights, Eraban chariots, light monsters — the six-bolt salvo is what is known to be most effective in the light Astrean arsenal.

War Lions

War Lions

War Beasts
Profile M WS BS S T W I A Ld Pts
War Lion 8 5 0 4 4 1 4 2 7 18
« When the Léontides march, their Lions march with them. »

The War Lions are the Pact-bound beasts of House Léontides — independent combat packs, not mounts. Each Lion is bound to a Léontides Cleaver who has won it over by patience, by offering, by silence across whole seasons in the heights. The Pact is not hierarchical: it is companionship. The Lion fights beside the Léontides Cleaver, but does not obey him — it decides where to charge, when to peel back, when to kill. A pack never leaves the heights without its Léontides Cleaver regiment: without them, it has no reason to descend.

In battle, the War Lions run in packs of two to six, ahead of or on the flanks of the Léontide regiments. Their charge is swift, brute, instinctive. Where classical Astrean cavalry manoeuvres in wedge and negotiates the angle, the Lions plunge wherever they smell weakness — the scent of fear, a hesitant formation, an isolated wounded man. When a Lion falls, his bound Léontides Cleaver abandons his position to bring the body back to the House-city; it is a House obligation as sacred as the bearing of the white-lion cloak. No other House understands why the Léontides go back four days under Eraban arrows for a dead animal. The Léontides answer that it was never an animal.

Sea Wyvern

Sea Wyvern

Behemoth
Profile M WS BS S T W I A Ld Pts
Sea Wyvern 6 6 0 6 6 6 3 4 8 225
« Before Calanthion, before the Houses, there was the Merwyrm. »

The Merwyrm is one of the most ancient Beasts of the Archipelago of Erys — older than the First Houses, older even than the name of Calanthion. No House claims its Pact; no Astrean has tamed it. When a Merwyrm rises from the depths, it is in answer to a ritual call — the horns of the Coastal Watch, the submerged lamps of the coastal temples, the salt-and-kelp fumigations. It comes slowly, from very far, and stays only as long as it chooses.

In combat, the Merwyrm is a colossal thing — vast as an isle-city ship, scales covered in living kelp, a serpentine tail wide enough to sweep a regiment aside. Its briny breath stiffens the adversary in a bite of abyssal cold; its lashing talons pierce armour; its mere step crushes infantry. Its arrival terrifies everything non-Astrean on the field, and even some Astreans — it is too ancient to be understood, and too vast to be forgotten. When it leaves, it leaves no trace; one is not even sure it came at all.

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