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Added Lord Daith's entry + an in-game portrait of Naieth

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[[quoteright:250:https://static.tvtropes.org/pmwiki/pub/images/twwhii_naieth.png]]
[[caption-width-right:250:''"Most esteemed Sisters of Twilight, I bid you welcome here, but with dire tidings."'']]


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[[folder:Lord Daith]]
The preeminent smith in Athel Loren and lord of the realm of Torgovann, Daith is a minor Wood Elf leader who is also frequently referenced in the Sisters of Twilight's campaigns, serving as the key figure of their eponymously named "Forge of Daith" mechanic.
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* AbledInTheAdaptation: As he reuses the male Glade Lord's character model on the campaign map, Daith is not the blind master blacksmith as he was depicted in the tabletop.
* DemotedToExtra: Daith is a major character who is deeply involved in the Wood Elves' stories, but in the ''Total War: Warhammer'' games he is just a generic Glade Lord who plays no direct role in any of the Wood Elf campaigns.
* GameplayAndStorySegregation: It is theoretically possible for the Sisters of Twilight to declare war on him in the ''Mortal Empires'' and ''Immortal Empires'' campaigns... and still obtain his unique arms and armor through their Forge of Daith mechanic.
* HonoraryUncle: To the Sisters of Twilight, whom he appears to interact with affectionately in their campaigns, much like how it was in the lore.
* UltimateBlacksmith: He has retained this aspect of his character from the tabletop, given that he's the one who forged Durthu's signature {{BFS}}, as well as the various masterwork equipment that Naestra and Arahan can obtain in their campaigns.
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** Also there is no mechanic around him dying in the autumn and being brought back in the spring but then the game doesn't track seasons in any way.
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* WorldTree: The Oak of Ages: A truly massive, ancient, and magical tree. It acts as a focus for the Winds of Magic that flow through Athel Loren, was the first place the Asrai were able to commune with the spirits of the forest, and is the place Orion rests and is reborn every winter. Each of its acorns is packed with magic, and can cause a great tree to sprout in seconds of it being buried. It acts as a nexus for the Worldroots, by which the Asrai can travel underground to realms distant. It at the center of the campaign, the player must renuture it back to it's previous strength and protect it from Beastmen incursions. If the tree is razed, the campaign is ''lost and it's game over''. It's also the sight of a gorgeous battle map.

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* WorldTree: The Oak of Ages: A truly massive, ancient, and magical tree. It acts as a focus for the Winds of Magic that flow through Athel Loren, was the first place the Asrai were able to commune with the spirits of the forest, and is the place Orion rests and is reborn every winter. Each of its acorns is packed with magic, and can cause a great tree to sprout in seconds of it being buried. It acts as a nexus for the Worldroots, by which the Asrai can travel underground to realms distant. It Going by at least some background lore it is vital to the continual survival of the planet. It's at the center of the campaign, the player must renuture re-nuture it back to it's previous strength and protect it from Beastmen incursions. If the tree is razed, the campaign is ''lost and it's game over''. It's also the sight of a gorgeous battle map.
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* LongLived: Asrai live for a long time, but aren't immortal. The Forest Spirits, however ''are'', and many have been in the forest since the coming of the Old Ones.

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* LongLived: Asrai live for a long time, but aren't immortal. The Forest Spirits, however ''are'', and many have been in the forest since [[TimeAbyss before the coming of the Old Ones. Ones.]]
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Whoever wrote that was probably thinking of the Eldar. Warhammer Fantasy elves are a lot less tied to Slaanesh than their 40K counterparts


* FateWorseThanDeath: Like their kin, upon death, their souls are either sent to Mirai (the Black Pit) to become servants of Ereth Khial, or (more likely) captured and devoured by Slaanesh along the way. Wood Elves manage to avoid this fate by binding their souls to Athel Loren itself, strengthening the magical barriers that flow through it. This gives them triple incentive to protect the forest, as not only is it their home, it's the only thing protecting their souls from enslavement or oblivion.

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* FateWorseThanDeath: Like their kin, upon death, their souls are either sent to Mirai (the Black Pit) to become servants of Ereth Khial, or (more likely) possibly get captured and devoured by Slaanesh along the way. Wood Elves manage to avoid this fate by binding their souls to Athel Loren itself, strengthening the magical barriers that flow through it. This gives them triple incentive to protect the forest, as not only is it their home, it's the only thing protecting their souls from enslavement or oblivion.
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* BystanderSyndrome: The result of the slight Chaos corruption within the Asrai's hearts is a haughtiness resulting in them deciding that only their home is worth a damn and thus the Wood Elves would rather leave the rest of the world burn if one single leaf of Athel Loren was spared.

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* BystanderSyndrome: The result of the slight Chaos corruption within the Asrai's hearts is a haughtiness resulting in them deciding that only their home is worth a damn and thus the Wood Elves would rather leave the rest of the world burn if one single leaf of Athel Loren was spared. That said the wiser among them are forward thinking enough to occasionally help out others to prevent problems coming to the forest in future.

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