Table of Contents

Coral Elves (Selumari)

Ailuril and Aguarehl, the second and fourth children of Nature (she who is Mother of All), brought forth the first of the elder monsters: the winged Gryphon, the tiny Sprite Swarm, the intelligent sea creature called the Tako, and the mighty Coral Giant. Legends whisper fearfully of a fifth elder monster. Some say it is a denizen of the deep, an inhabitant of the sunless waters of a remote sea. They call this creature Leviathan.

Ailuril and Aguarehl were pleased with their efforts, for the sprite was a comely little thing, and the giant a powerful guardian force. But the children of Nature took a closer look at their creation, and they saw that the elder monsters were imperfect, that they lacked true beauty and grace. Ailuril and Aguarehl redoubled their efforts and brought forth the Selumari, the first species.

Crafted of air and water, the Selumari were beings of splendor and light. They were a noble species, filled with wisdom and guided by joy and compassion.

But the mercurial nature of air and water bred true in the Selumari, and after many generations the Coral Elves lost some of their dignity and virtue. They embraced warlike pursuits, and learned spells of destruction.

They fell from grace as the favored first species.

Click here for more about this species.

ID Icons

Small
1 Health
Medium
2 Health
Large
3 Health
Monster
4 Health
Heavy Melee
Fighter

Trooper

Protector

Coral Giant
Light Melee
Guard

Courier

Herald

Gryphon
Cavalry
Horseman

Knight

Eagle Knight

Leviathan
Missile
Bowman

Archer

Sharpshooter

Sprite Swarm
Magic
Evoker

Conjurer

Enchanter

Tako

Normal Action Icons

Magic Maneuver Melee Missile Save

Species Abilities

Coastal Dodge
When at a terrain that contains green (water), Coral Elves may count maneuver results as if they were save results.
Defensive Volley
When at a terrain that contains blue (air), Coral Elves units may counter-attack against a missile action. Follow the same process used for a regular melee counter-attack, using missile results instead of melee results.

Spells

Blue (Air) Spells
Hailstorm
Race Any Cost 2
Reserves No Cantrip Yes
Target any opposing army. Inflict one point of damage on the target.
Blizzard
Race Coral Elves Cost 3
Reserves No Cantrip No
Target any terrain. Subtract three melee results from all army results at that terrain until the beginning of your next turn.
Wind Walk
Race Any Cost 4
Reserves Yes Cantrip No
Target any army. Add four maneuver results to the target’s rolls until the beginning of your next turn.
Lightning Strike
Race Any Cost 6
Reserves No Cantrip No
Target any opposing unit. The target makes a save roll. If it does not generate a save result, it is killed. A unit may not be targeted by more than one Lightning Strike per magic action.
Green (Water) Spells
Watery Double
Race Any Cost 2
Reserves Yes Cantrip Yes
Target any army. Add one save result to the target’s rolls until the beginning of your next turn.
Flash Flood
Race Any Cost 4
Reserves No Cantrip No
Target any terrain. Reduce that terrain one step unless an opposing army at that terrain generates at least six maneuver results. A terrain may never be reduced by more than one step during a player's turn from the effects of Flash Flood.
Deluge
Race Coral Elves Cost 5
Reserves No Cantrip No
Target any terrain. Subtract three maneuver and three missile results from all army rolls at that terrain until the beginning of your next turn.
Wall of Fog
Race Any Cost 6
Reserves No Cantrip No
Target any terrain. Subtract six missile results from any missile attack targeting an army at that terrain until the beginning of your next turn.
Elemental Spells
Resurrect Dead
Race Any Cost 3
Reserves Yes Cantrip No
Target one health-worth of units in your Dead Unit Area (DUA) that contains the color of magic used to cast this spell. Return the target(s) to the casting army. Magic of any one color (or Ivory) may be used to resurrect Amazons.
Summon Dragonkin
Race Any Cost 3
Reserves No Cantrip No
Target one health-worth of Dragonkin units in your Summoning Pool that match the color of magic used to cast this spell. The target(s) join the casting army.
Summon Dragon
Race Any Cost 7
Reserves No Cantrip No
Target any terrain. Summon one dragon from any Summoning Pool or terrain that contains the color used to cast this spell to the target terrain. Magic of any one color may be used to summon an Ivory or Ivory Hybrid Dragon.
Summon White Dragon
Race Any Cost 14
Reserves No Cantrip No
Target any terrain. Summon one White Dragon from any Summoning Pool or terrain to the target terrain. Any combination of magic colors may be used to cast this spell.

Special Action Icons (SAIs)

Species Icons
Bullseye Cantrip Counter Entangle Ferry
Fly Hypnotic Glare Rend Smite Swallow
Tail Trample Wave
SAI Effects
Bullseye
Dragon Attack, Missile During a missile attack, target X health-worth of units in the defending army. The targets make a save roll. Those that do not generate a save result are killed. Roll this unit again and apply the new result as well.

During a dragon attack, Bullseye generates X missile results.
Cantrip
Magic, Non-Maneuver During a magic action or Magic Negation (Frostwings) roll, Cantrip generates X magic results.

During other non-maneuver rolls, Cantrip generates X magic results that only allow you to cast spells marked as 'Cantrip' from the spell list.
Counter
Dragon Attack, Melee, Save* During a save roll against a melee attack, Counter generates X save results and inflicts X damage upon the attacking army. Only save results generated by spells may reduce this damage.

During any other save roll, Counter generates X save results.

During a melee attack, Counter generates X melee results.

During a dragon attack, Counter generates X save and X melee results.
Entangle
Melee During a melee attack, target up to X health-worth of units in the defending army. The targets are killed.
Ferry
Non-Maneuver During any non-maneuver roll, the Ferrying unit may move itself and up to four health-worth of units in its army to any terrain.
Fly
Any During any roll, Fly generates X maneuver or X save results.
Hypnotic Glare
Melee During a melee attack, when the defending army rolls for saves, all units that roll an ID result are hypnotized and may not be rolled until the beginning of your next turn. None of their results are counted towards the army's save results. The effect ends if the glaring unit leaves the terrain, is killed, or is rolled. The glaring unit may be excluded from any roll until the effect expires.

Note: Hypnotic Glare works outside of the normal sequence of die roll resolution, applying its effect immediately after the defending army makes its save roll but before they resolve any re-roll effects or SAIs.
Rend
Dragon Attack, Maneuver, Melee During a melee or dragon attack, Rend generates X melee results. Roll this unit again and apply the new result as well.

During a maneuver roll, Rend generates X maneuver results.
Smite
Dragon Attack, Melee During a melee attack, Smite inflicts X points of damage to the defending army with no save possible.

During a dragon attack, Smite generates X melee results.
Swallow
Melee During a melee attack, target one unit in the defending army. Roll the target. If it does not roll its ID icon, it is killed and buried.
Tail
Dragon Attack, Melee During a dragon or melee attack, Tail generates two melee results. Roll this unit again and apply the new result as well.
Trample
Any During any roll, Trample generates X maneuver and X melee results.
Wave
Melee, Maneuver During a melee attack, the defending army subtracts X from their save results.

During a maneuver roll while marching, subtract X from each counter-maneuvering army’s maneuver results. Wave does nothing if rolled during a counter-maneuver.