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To rule the Heavens, we must first rule the world.

Frustrating perhaps, but it should not take too


long. For we are born to be the one true rulers...
Queen Frea Yaldoran to her council of advisors, shortly after her coronation.

INTRODUCTION

The ancient elves of Reithanir originated in the cold north of the


Old World, and are thought to have travelled widely across its lands
long ago. Every race has stories about enigmatic elf wanderers,
often travelling alone followed by cloudy skies or whistling winds.
At first glance a Thaniras Elf does not appear too dissimilar to a
man, taller and more slender, but of the same basic proportions.
However, their skin and hair are fairer, almost to the point of
whiteness, and in older elves devoid of the warm tones commonly
visible in human skin.

HISTORY

Originally a plains people, the elves have had an affinity with


horses since the earliest age of their own histories and they remain
peerless horsemen. But the rise of the orc tribes brought an end
to the wanderings of the Reithanir. The elf nomad tribes retreated
to the White Plains, where the open terrain allowed their swift
horses to carry them from sluggish orc raiding parties and their
few fortified castles could keep them safe.
With the fall of orc dominance, the technologically advanced
Shandelfan Dwarves forged the next continent spanning empire,
and the elves were content to let them. Returning back to the White
Plains, they could continue to study their sorceries and launched
violent raids upon the dwarven and human settlements that
bordered them.
Seizing these new territories, the elves founded the cities of
Reithar and Dremora, and established the Kingdom of Thaniras,
commanded by the first single ruler of all the elves, King Rieval
Sonnekhet. Despite their strengths in cavalry and sorcery, the elves
did not press their advantage on the dwarves of Delfdran, or the
humans that settled Kasmyria.
Instead, the elves consolidated their cities and finished building the
Spires, towers raised by equal parts stone working and magic. In
these the elf scholars and sorcerers are rumoured to have stored
their many writings and they remain the focal points of magical
research. The largest of these endeavours were the Great Northern
and Golden Spires, with lesser towers strung along their border
with the Svirbern Mountains and the Venvalder dwarves.

The Rule of Magic

While the elven capital is Lethrenn, a port city on the banks of the
Selethian River, the true centre of elven power is the Golden Spire a

Uncharted Seas Fantasy Naval Combat Rules

few miles south of the estuary. It is a holy site for the Thaniras and a
repository for such powerful magic that the nearby Morcas goblins
fear to sail too close to this shore.
For a millennia the elves were a disparate collection of nomads
who roamed the White Plains, the forests of Shanhaar, the
Selethian Hills and the Ice Mountains. The broken nature of the
elves held them back, weakened them. But this was to change.
Now they have a single monarchy that has the support of all of the
remaining nomad clans, which are now called the Subiran, and the
race is ruled by the Divine Grace of the Elements. The present ruler
is Queen Frea Yaldoran, who replaced the first King Sonnekhet
upon his death. She both created and passed the Trial of the Golden
Spire; allowing the powerful energies of sorcery to surge through
her without ill effect, proving that she had the fortitude to rule, and
the consent of the Elements.
It is thought that the elves can use their supernatural powers to
prolong life and youth, and that they are building the Spires for
some greater purpose. The elves believe that the night sky is the
womb of magic, and human scholars suspect that the elves wish to
combine with the Elements in some way. The Spires are mystical
centres of learning for sorcerers; temples of magic whose power
keeps the enemies of the elves at bay. But legend has it that they
are far more powerful and sinister. The dwarves claim the Spires
are designed to harness the power of the stars, allowing the elves to
someday rule the heavens!

The Kingdom of THANIRAS

There are six elven Subiran that form the Kingdom: the Lethrenn,
Selethian and Asharran are the ruling clans. They provide the
bulk of the cavalry and commanding officers, their nobility being
amongst the most respected in the elven world. Below them are the
remaining three clans: Canthus, Celos and Vianden. These lesser
Subiran provide the bulk of the infantry for the Armies of Thaniras,
but also contribute substantial forces of mounted warriors.
All Subiran are subservient to Queen Frea Yaldoran, who aims to
turn the Golden Spire into the new capital of the Thaniras Kingdom.
The elves are mostly warriors that have little interest in the lower
crafts of farming, mining and such, but they do have a love of
architecture.
It is the Lethrenn who have always been at the forefront of
shipbuilding, and it is they, in partnership with the Selethian,
that have made the naval war fleets of the Thaniras a power to be
reckoned with.

Copyright 2008-2013 Spartan Games

At war across the Old World, the Elven military is stretched. As


a result they have limited resources to exploit the Uncharted
Seas, and minimal interest in the venture from Queen Frea. She
listens to her most powerful sorcerers, who petition her for funds
to build more spires, and her generals, who demand more troops.
Thus the Elven fleets in the Uncharted Seas are largely a
scouting force and have only settled three small areas, but they
have the advantage of requiring very little in the way of harbours
or supplies.

The Asharran

The elves of Asharran are the most arrogant of their people,


believing that everything that the elves have is owed to the victories
of their fathers and grandfathers, who fought to establish the
Kingdom of Thaniras. It is their generals that command the armies
in Kasmyria, Bekel and Rhyssinica, and their king who made the
land safe for Queen Frea to rule.
The Asharran rule the lands from the White Plains to the cities
of Reithar and Dremora, and have the governorship of Kasmyria.
They rely on a small population of low caste elves to do the
mundane tasks of physical labour, and the enslaved population of
Kasmyria to provide for their needs. The ruling caste of Asharran
are currently preoccupied with their campaign against the Tepes,
leaving Kasmyria poorly governed. One rebellion has already been
stifled, but the seeds of dissent continue to spread.

The Lethrenn

The elves of Lethrenn are proud of their prominence as stewards,


scholars and sorcerers. Many of them reside within the households
of the clan leaders of other Subiran as advisors, or are responsible
for archiving the writings of the elves and furthering magical
research in the Spires. Their stewards are crucial for running the
few organs of state in the capital of the Kingdom of Thaniras, the
port of Lethrenn, and in the vassal state of Bekel.
Lethrenn use the symbol of a red phoenix to represent their
Subiran, because their clan was nearly extinguished in a fued with
the Asharran. They survived years of exile to return stronger than
before and influential enough to make King Sonnekhet establish
the capital at Lethrenn. Their shipbuilders use a local timber that
is often painted dark blue as a reflection of the dark water of the
Gulf of Souls.

The Selethian

The elves of Selethian are called Masters of the Orbs by their kin. It
was the sorcerers of this Subiran who created the first Orbs, worked
with the Lethrenn to mount them in ships, and with the Canthus
to build the Golden Spire and install the Great Orb within it. They
have become priests of a sort for their people, with influence,
power and the support of Queen Frea. Some have travelled to the
Uncharted Seas, but most are occupied with affairs in the Old
World and the governorship of Rhyssinica.
The Selethian use the symbol of a green cobra because it is common
to the hills of their homesteads, and respected for its cunning. The
destructive lances of the magic Orbs are even likened to the deadly
strike of the cobra. The Selethian use a light grey timber taken from
the woodland around Dremora.

Uncharted Seas Fantasy Naval Combat Rules

The Canthus

The elves of Canthus live along the northern and southern edges of
the Ice Waste Mountains where they hunt snow drakes and shale
leopards. They know every valley and pass in the mountains, and
frequently travel north onto the ice floes. They live as the ancient
elves lived, and are proud of their heritage as scouts, guides and
travellers. They are at the forefront of elven exploration in the
Uncharted Seas, seeking territory to settle and trophies to collect
from their new prey.
The Canthus use the symbol of a blue raven, a bird that is prevalent
in the Ice Wastes and often seen shadowing the path of elven ships
despite being several miles from dry land. The Canthus use a
brown timber that is transported great distances from the Forest of
Isclyre that borders the Frosinias River.

The Celos

The elves of Celos have been responsible for defending the western
borders of elf territory for centuries but failed in several instances
to halt incursions by the Venvalder dwarves. This rapidly lowered
their status in the eyes of the ruling Subiran. Now they are mostly
of the lesser castes, and their noble families remain low in prestige.
They supply many of their people to the Asharran and Lethrenn as
menial workers to curry favour, but with little success.
The Celos rule a small region that includes the lesser Spires and the
land near the Svirbern Mountains. These Spires were built partly to
compensate for the Subirans failure, as the power of the Elemental
Orbs is used to strengthen the border defences. The Celos are
rarely seen in the conquering armies of the Thaniras Elves, whose
generals often refuse to include their warriors on campaign. They
have fought with the Tepes of the Imperial State in the past, but are
usually appointed as garrison troops and road wardens rather than
front line warriors.

The Vianden

The elves of Vianden provide servants, labourers and warriors for


the Asharran and Lethrenn. They have very few nobles and less
warriors than the other Subiran, but are determined to prove
their worth on the field of battle. Their leaders hope to gain a
governorship over the Vaka or Dragutin as a reward, giving a rise
in status and the right of entry into the spires which has thus far
been denied to them.
The Vianden rule the Shanhaar Forests and the lands that border
the Shanhaar Basin. The port city of Anthymius however is a
possession of the Canthus, who founded and built the city without
regard for the territorial rights of the Vianden. There have been
skirmishes in the past, but the Vianden have been unable to
convince another Subiran to help them resolve this dispute.

THE ETERNAL WARRIORS

At the moment the Thaniras Elves are not in a position to mount


major invasions in the Uncharted Seas, but the Selethian clan
has already raided the Dragon Lord territories of Principia and
Mysonnia, targeting temples and houses of learning in particular.
They have kidnapped mages and wizards and tortured them for
information, demanding that they surrender their knowledge.
The Dragon Lords and Shroud Mages have responded by sending
war fleets to track them down; rousing their allies, the Vyrdam
Humans, against the Thaniras Elves.

Copyright 2008-2013 Spartan Games

THE MODELS
Elegant, Fast And Lethal

RAVEN CLASS FRIGATE

True to their nature, Elven shipwrights value speed above all else and
the Raven, with its unique double-hulled design, is fast enough to
match a dragon in flight.

MARs: None

RAVEN CLASS ASSAULT SHIP

Reliant on a single ripple orb to propel it through the water, the


assault ships are slow once separated from their destroyer hull.
However, with typical finesse, Elven Captains have perfected the art
of timing their launch to pierce straight into vulnerable enemy, so
that their peerless warriors can demonstrate their prowess.
MARs: Elite Crew

RAVEN CLASS ASSAULT DESTROYER

With practiced ease the crews of the Raven frigates and assault ships
dock their vessels together, forming a single, destroyer hull. Now able
to use the assault ships ripple orb as a chaser, the destroyers scour
the waves in packs, picking apart lighter vessels while they hunt out
exposed prey for their assault prows.
The Raven Assault Destroyer is comprised of a Raven Frigate and
a Raven Assault Ship. When connected, they obey the rules for the
Assault Destroyer, however, they may also separate (as described
below), then following the rules for the Frigate and Assault Ship
respectively.

Any damage or effects to each part carry over to the joined


ship.
The Frigate may fire normally this turn.
The joined Destroyer is immediately considered to be part of
the Frigates Squadron.
In the following Turn it will Activate normally as a single
model.
A Re-Join CANNOT occur if either ship is engaged in a
Boarding Action, or if there is not enough space to dock.

Desperate Ram: If the Raven Destroyer is Destroyed by an enemy


Weaponry Attack, roll a D6.



On a 4-6, the Assault Ship may eject and attempt to Ram an


enemy model.
Immediately after the current Activation ends, it may move as
normal, and attempt a Ram if it has sufficient move to do so.
It will NOT perform a Boarding Action.
Regardless of whether it Rams or not, the Assault Ship is
Destroyed afterward.

MARs: Elite Crew

CROW CLASS DESTROYER

Though slower than the Raven frigates, the ripple powered propulsion
allows the Crow to operate with full effectiveness even in a dead calm.
The loss of the sails also removes a great structural weakness, making
the vessel less susceptible to weapons fire.

The Destroyer can perform the following actions:

MARs: None

Launch: At any time during the Raven Destroyers move the


Raven Assault Ship can detach from the Raven Frigate hull.

COBRA CLASS CRUISER

The Frigate hull comes to an immediate halt.


The Assault ship may then make a normal move from that
point.
You cannot perform a Launch if the joined ship is engaged in
a Boarding Action.
When the Raven Destroyer splits, the Crew losses from the
joined ship are divided between the two as desired. Hull
damage is split equally, with any remaining odd point of
damage or Critical/Status effects being applied to the Frigate
hull.

On subsequent Activations, the Assault hull is no longer considered


part of the parent Squadron and instead belongs to a new Squadron
consisting of all the Assault Ships from the parent Squadron.
Both Squadrons only count as a single Squadron for determining
Hand Size.
Re-Join: If a Raven Frigate contacts a non-Derelict Assault Ship
that originated in its Squadron, the Assault Ship is immediately
returned to the joined configuration with it.

They become a Raven Destroyer with no Collision occurring


and the model ends movement.

Uncharted Seas Fantasy Naval Combat Rules

Sleek and elegant, the Cobra displays the value the elves place
in aesthetics, regardless of the objects purpose. Elegantly carved
contours follow the sculpted plates, and the banks of glowing orbs sit
ready to blast the enemy apart with bolts of energy.
MARs: None

VIPER CLASS CRUISER

Amongst the many deadly arts that the Thaniras hone throughout
their long lifetimes is use of the longbow. Innate hunters, the elves
have been master archers for millennia and, compared to firing from
the back of a galloping horse, picking off targets from the open deck of
a Viper seems trivial. Then, when threatened by marauding dragons
and other airborne fauna, these Bow Masters dip their arrows in a
crippling toxin that brings their prey tumbling from the sky.
MARs: Poison Arrows, Sharpshooters

THUNDERBIRD CLASS STORM SHIP

Fashioned after their namesake, the near mythical Thunderbird


native only to the Ice Waste Mountains, the storm ship houses a coven
of Selethian sorcerers. These wise magi channel their devastating
power through the pulsing node that sits at the vessels heart, sending
lightning bolts arcing away in all directions. Any unfortunate crew

Copyright 2008-2013 Spartan Games

caught in the wild storm are blasted from the decks of their vessels or
melted inside their own armour.

Thunderbird Storm Ships CANNOT be deployed in Mixed


Squadrons.

MARs: Lightning Generator

WAR DRAGON

The hunters of the Canthus Subiran track the majestic drakes of


their homeland deep into the surrounding mountains, seeking their
isolated eyries. They consider it the peak of the huntsmans craft to
creep undetected into these lofty nests to steal unhatched eggs.
These are taken back to their clan, often to be traded with the other
Subiran, before reaching the stables of the wealthiest nobles. Here the
eggs will be hatched over magical fires and the young dragon broken
in by the Iriassar, elves who have dedicated their lives to the raising of
the ferocious, acid-breathing War Dragons.

If a War Dragon suffers a Critical Hit it loses 2 Hull Points


INSTEAD of rolling on the Critical Hit Table.

MARs: Lethal Strike (Acid Blast)

GRIFFON CLASS HEAVY CRUISER

Slicing through the water under the power of particularly potent ripple
orbs to cripple the foe with destructive volleys of orb energy, Thaniras
commanders value the Griffons for their unrivalled firepower.
Although considered an inelegant solution by the most puritanical of
Captains, the more prudent elves realise that, on occasion, more than
their natural superiority is needed to quell the lesser races.
MARs: None

Uncharted Seas Fantasy Naval Combat Rules

PHOENIX CLASS BATTLESHIP

Crafted by master engineers in the shipyards of Lethrenn, skilled


elven Captains use their vessels astounding speed to overwhelm
Queen Freas foes. In the same way their warriors use their agility and
training to keep their opponent off balance, these Captains force their
enemy on to the back foot before sundering their ships with arcane
broadsides.

MARs: None

CHIMERA CLASS FLAGSHIP

Few sailors in the Uncharted Seas have witnessed the full


potential of a Chimera, and of those that have, fewer still have
survived the experience. Housing flawless Selethian orbs crewed
by dedicated sorcerers, the brutish cannons of the lesser races pale
compared to a Chimeras broadsides.
Magically propelled, the mastless hull lies deceptively low in the water,
and the hardened and buttressed wooden frame boasts remarkable
resilience. After the expeditionary fleets probing the Uncharted
Seas reported the comparative abundance of dragons in the region,
and their employ by their new enemies, new orbs were fashioned,
expressly to slaughter these dangerous creatures.
This model can also use its Defensive Fire Battery against a Diving
model which tries to Ram it, following the normal Defensive Fire
rules.

It MUST use Split Fire if it is Rammed by more than one


Diving model, dividing the AD evenly against the models,
and applying any remainder as desired.
It CANNOT use DF against Flying and Diving models in the
same Turn.

MARs: None

Copyright 2008-2013 Spartan Games

Points: 30

Crow Class Destroyer


MOVE
11

Standard model

Template: SMALL

Template: SMALL

This model USES the wind direction

This model IGNORES the wind direction

Squadron Size: 3 to 4 Models

Squadron Size: 2 to 3 Models

Small Class

Small Class

MARs: None

Raven Class Destroyer

Points: 55

Raven Class Assault Ship


MOVE
6

Special 2 model

Template: SMALL

Template: SMALL

This model USES the wind direction

This model IGNORES the wind direction

Squadron Size: 2 to 3 Models

Squadron Size: 2 to 3 Models

Small Class

RED 3

Small Class

MARs: Elite Crew

Cobra Class Cruiser

Points: 55

Viper Class Cruiser


MOVE
10

Standard model

Template: MEDIUM

Template: MEDIUM

This model USES the wind direction

This model USES the wind direction

Squadron Size: 2 to 4 Models

Squadron Size: 2 to 3 Models

Medium Capital Class

Medium Capital Class

MARs: Poison Arrows, Sharpshooters

Thunderbird Class Storm Ship

Points: 65

War Dragon
MOVE
14

Flying Special 2 model

Template: MEDIUM

Template: SMALL

This model USES the wind direction

This model IGNORES the wind direction

Squadron Size: 1 to 2 Models


MARs: Lightning Generator

Squadron Size: 1 to 2 Models


MARs: Lethal Strike (Acid Blast)

Medium Capital Class

Uncharted Seas Fantasy Naval Combat Rules

RED 3

Medium Class

RAM

HULL CREW

RAM

Special 2 model

HULL CREW

ACID BLAST

CR

DR

PORT

MOVE

STARBOARD

CR

RANGE BAND

DR

Points: 65

RANGE BAND

MARs: None

RAM

HULL CREW

FORE

RAM

PORT

Standard model

HULL CREW

STARBOARD

CR

FORE

DR

11

PORT

MOVE

STARBOARD

CR

RANGE BAND

DR

Points: 65

RANGE BAND

MARs: Elite Crew

RED 4

RAM

HULL CREW

RAM

Special 2 model

HULL CREW

CR

FORE

DR

10

PORT

MOVE

STARBOARD

CR

RANGE BAND

DR

Points: N/A

RANGE BAND

MARs: None

RAM

HULL CREW

FORE

RAM

PORT

Standard model

HULL CREW

STARBOARD

CR

DR

14

PORT

MOVE

STARBOARD

CR

RANGE BAND

DR

Points: 45

RANGE BAND

Raven Class Frigate

Copyright 2008-2013 Spartan Games

Points: 75

Phoenix Class Battleship


MOVE
8

Standard model

16

16

Template: MEDIUM

Template: LARGE

11

11

This model IGNORES the wind direction

This model USES the wind direction

Squadron Size: 2 to 3 Models

Squadron Size: 1 Model

Large Capital Class

MARs: None

MARs: None

Chimera Class Flagship

7
RAM

Large Capital Class

HULL CREW

DEFENSIVE FIRE

MOVE

PORT

12

STARBOARD

CR

RANGE BAND

DR

Points: 145

FORE

Medium Capital Class

RAM

HULL CREW

FORE

RAM

PORT

Variant model

HULL CREW

STARBOARD

10

CR

FORE

DR

PORT

MOVE

STARBOARD

CR

RANGE BAND

DR

Points: 110

RANGE BAND

Griffon Class Heavy Cruiser

Special 1 model

18

18

Template: LARGE

13

13

This model IGNORES the wind direction

Squadron Size: 1 Model

MARs: None

Uncharted Seas Fantasy Naval Combat Rules

Copyright 2008-2013 Spartan Games

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