Hello community, here is the public information about who we are in the 9th Age world. There is likely more to be found in the Scrolls, and this overview might expand over time. I am looking forward to fully exploring our DE society when our LAB comes out!
Dread Elves, calling themselves Daeb, are living in the Republic of Dathen.
The Daeb fought a war in Vetia against the human. It is said to have ended in 201 A.S. Shortly thereafter the Empire of Sonnstahl is founded. The Republic of Dathen lies in Silexia. There are two known cities in Dathen. The capital Rathaen and Caen Dracin.
The Daeb are said to worship the Holy Trinities, also known as the Elven deities. Their worship has taken on a dark touch than that of other elves, and is said to involve blood sacrifices. Religion is said to play an important role in shaping the Dathen society. Their most powerful cults able to dominate both civilian and military life.
There are cults in Dathen dedicated to:
The slave trade is an important part of Dathen economy and culture. Slaves are used as workforce by the Dread Fleet and on farm around the land, but also as household servants to powerful Daeb. The Daeb are known for their strong naval presence around the world.
Dathen is a republic. It is governed by the three Crimson Consuls from the Obsidian Thrones. The consuls embody the will of the Senate, which consist of 99 elected individuals. The Senate is found in the Tower of Gar Daecos in Rathaen. There are three main faction within Dathen politics: the Fatherland faction, the Motherland faction and the Slaver faction.
The Fatherland faction strives to have the Daeb reclaim territories in Vetia. Presumably, the Fatherland faction was involved in the War against Dathen as it is called in Sonnsthal, upon the conclusion of which the Empire of Sonnstahl was founded. The Motherland faction seeks dominion over the Highborn Elves of Celeda Ablan. The Slaver faction focuses on Silexia and seeks to empower it through slave trade. It is popular among many younger Daeb.
The military of the Dathen, known as the Dread Host, is known for its ruthless spirit. The ships of the Daeb are said bring terror around the world, possibly the most formidable naval force in the world. They take many captives to be used as slaves. At least some ships of the Dread Fleet are crewed by so called Corsairs. Dathen has a military acadamy. Those who graduate become either Repeater Auxiliaries or Dread Legionnaires, but are free to choose between a life as farmers, continuing in the military or even to enter polictis in Rathen. The most elite of them may be selected to become members of the Tower Guard. The menagerie has been described as perhaps the greatest weapon in the Daeb arsenal. It is a collection of monsters and beasts that the Dread Elves have bent to their will.
The Daeb more than any of their brethren view magic as a military art. They are said to possess a natural affinity for magic, almost as able as the Arandai. They supposedly use their magic to augment their ability of manipulating emotions, fear most of all. They use it to appear and disappear out of fog or shadow.
The magic users of the Daeb, known as Oracles, have access to the following paths:
Citizens of the Republic,
The DE LAB would like to hear your ideas for our next Hereditary Spell. The importance of getting this signature feature correct is not lost on the team and we would like to see it from all angles. Obviously getting this to correctly match the fit of the army while not being privy to all the details of books major themes and intricacies will be difficult. We shall share what we can to provide some context and give some boundaries for what we might be looking for.
DE generally wage battle with an aggressive stance, lightning attack raids, a desire to control when attacks occur by choosing the place and time; ensuring a decisive victory won by quickly breaching defenses and dealt by a blade to carotid
Mechanically achieved by some yet to be made combination of general's cunning tactics/skills, trained troops and equipment, controlling the flow of battle to instill fear and confusion.
-Alpha Strike -as previously mentioned this rule will most likely be +1 to wound in the first round of combat.
-Guidelines suggest shooting will be short range but high volume and the book will favor a CC focus. Magic however need not necessarily have such limits.
-Glass cannons are both a blessing and a curse. Suggestions to lessen features of that curse are unlikely to be considered.
-It was previously suggested that elements of the book might have features that Close the Gap - whatever that might be
-Altars have been redesigned so that they are not mandatory for infantry based lists though we hope they are still widely chosen.
-A universal spell might have ideal ramifications for reasons TBA.
It must be stated upfront: A guaranteed winner, who get their work published, is not the goal. Ideas offered will mainly be used for inspiration only. Consideration will be given for publication if all aspects fit the bill for other unknowns not yet revealed, so we reserve the right to use any suggestion provided.
What does all this mean?
Something like this spell below might be interesting but is unlikely to pass inspection.
24” Hex, Direct, Damage spell with 2D6 Str 2. If this spell causes any unsaved wounds the unit suffers a -1 to hit penalty for all ranged attacks.
Maybe a similar damage spell could be developed that offers a different utility clause that does not directly increase shooting defense.
Crippling Fatigue is certainly well known and tested. Some might see value in guaranteeing maximum carnage in CC with this spell in combination with Alpha Strike, while others might see it as overkill and a missed opportunity for broader utility. Where might you stand on keeping Crippling Fatigue?
Perhaps the army needs more means to close the gap - perhaps it doesn't ?
Something like this next one might fit the bill: - 18” Hex Permanent Failed Charge Range rolls against this unit must be rerolled.
Or utility with a Universal spell similar to Savage Fury 18” Uni, 1T, Target gains Killer Instinct, Fearless and Frenzy.
Or a Hex - The target gains Fearless, Frenzy, and automatically fails all March Tests.
Might you have something completely out of the box that begs attention, what have we missed?
Now is the time to speak up and share your ideas before the next meeting of the Senate and stones cast.
I can tell you that Noir wants me to change my avatar to this
though I can not confirm or deny that this has any relevance what so ever
So as you know the team is taking turns sharing the lists we have been trying out. It is my turn to share and I hope this list s something that will generate great excitment for all of you.
Army General on Foot (Captain)
BSB on Foot (Captain)
Warlock on Foot
6 units of 10 Corsairs with Musician
15 Elite Tower Guard with Full Command and Special Banner
2 units of 5 Knights on Raptors with Full Command and Special Banner
1 War Platform
3 Hunting Chariots
On the subject of how does the DE army look under initial playtesting I have an example of the list I entered more complex testing with. I also hear other members of the team might be inclined to share their lists over the coming weeks.
Combat lord ("manslayer" concept) on foot - halberd
Wizard master ("warlock" concept) on foot
Cult character on foot - paired weapons
block of cult associated infantry - paired weapons
2 midi blocks of Auxiliaries - shields
block of tower guard
block of dread judges
2 units of harpies
2 bolt throwers
The tested lists have been quite varied so do look forward to future reveals
Here is a twofer.
Beastmaster Gen - stuff
"Cult Priest" bsb - the goods
Warlock - magical meta
30 Spears -alpha strikes
15 spears - are amazing
2x Hunting Chariots
"captain" manticore Gen
Cult Priest bsb
25 Blades - trained well
5x fat Dread Knights
14 "tower guard"
14 "judges" - trained well
2x Repeater BT+
5x Raven Cloaks
“If I had asked people what they wanted, they would have said faster horses.” - Henry Ford