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"Defenders of Ulthuan!"
"We are the chosen of Asuryan, beloved of the gods and heirs to the world. Our armies are the finest in creation; swift where our foes are lumbering, cultured where they are barbaric. Give no thought to failure, nor defeat – we are the Children of Ulthuan and we shall prevail."
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The High Elves, or the Asur as they call themselves, are one of the most ancient and powerful mortal civilizations within the Warhammer world. Hailing from a mighty mist-shrouded island-continent located within the center of the Great Ocean, the High Elves of Ulthuan are a proud and mighty nation of masterful warriors, peerless mages and lords of the sky and sea. They are an ancient race with powerful armies and even grander magic, building a grand and all-mighty civilization who, alongside the Dwarfs, fought a long-forgotten, apocalyptic war which saw some of the greatest and most powerful mortal heroes battle against the great darkness that tried to consume the world many thousands of years ago. At the zenith of their power, the world was truly theirs for the taking.

Yet their noble and compassionate nature, which was once one of the Elves' greatest and most noble characteristics, was soon replaced by a great sense of pride and hubris in their own vanity and superiority. In their blind arrogance, they only succeeded in shattering their once powerful friendship with the Dwarfs, culminating in a Great War which only crippled these two elder races and shatter whatever bright future there was for this young world. Isolated and alone in a world they no longer control, the High Elves are facing the twilight years of their existence, their cities no longer bustling with vibrancy and life as they use to, but now serving as gloomy reminders of their ultimate, impending demise.

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The time of the High Elves has passed, or so it is said, yet such is their immense pride that they fight on nonetheless, for they consider themselves the true and rightful protectors of this ancient world, and they believe that so long as their civilization persists throughout the ages, this dying world will never fall into complete darkness. If oblivion is indeed to be their fate, they have chosen to face it with arrow nocked and sword held high, defending the world they have loved and protected for so long. So do the white-garbed hosts of Ulthuan march to war, banners streaming in the wind and every warrior reconciled to death in service of a greater cause; the protection of this very world. Let the servants of destruction beware their righteous wrath.

Introduced in Total War: Warhammer II, the High Elves are playable in custom games, the Vortex Campaign, and Mortal Empires.

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    General Tropes 
  • Achilles' Heel: Early losses. Though all armies can be at a great disadvantage if suffering early losses in a battle, the High Elves are much more affected by this than the other factions due to their Martial Prowess attribute, which makes them stronger the more units they have in each troop. Should they take too bad of a hit early on, they will have less of an opportunity to turn the tide due to having lost many powerful buffs that they had at the very start when they were at full health.
  • A Commander Is You:
    • The High Elves are generally an Elitist/Generalist/Espionage faction. High Elf units are all at least reasonably well armored, well-trained, quick on their feet, and they have a variety of units to provide hard-counters, plus they gain buffs to damage when nearer their maximum hitpoints. But they are expensive and their numbers are generally small, so they make up for this by using their Intrigue system to help secure alliances for themselves and divide their enemies against each other.
    • Alith Anar's subfaction, Nagarythe, adds a heavy dose of Guerrilla to the mix. Not only do they have several campaign mechanics that heavily encourage stealth, such as their armies being able to ambush in their default stance, and being able to move across the campaign map unseen, they also get access to a unique unit, the Shadow Walkers; even more powerful Shadow Warriors, and a unique hero, the Hand of the Shadow Crown, an assassin that automatically has a one hundred percent chance to kill whoever they're sent to assassinate.
  • An Axe to Grind: Atypically for elves in fiction; the White Lions wield great axes in honor of its founders, the elven woodsmen of Charace who bravely protected the Phoenix King Caledor I from Dark Elf assassins.
  • Amazon Brigade: The Sisters of Averlorn, an all-female band of Asur Maidens who serve as both guardians and servants to the Everqueen, and act as Elite Archers on the battlefield. They wield Magical Bows of pure energy, that fire exploding arrows of white-blue flame that deal both Magic and Flame damage to anything unlucky enough to be hit. They are also keen swordsmen, as such they have the "decent in melee" special rule. They are pure and chaste, sworn to their positions for life, eternally serving their mistress until they wither and die. The same also applies to their senior order, the Handmaidens of the Everqueen.
  • Animal Motifs: Birds of prey and dragons are common in their designs, weapons, and architecture, but the biggest one is the Phoenix. Not only can High Elves field them in battle, their monarch is called the Phoenix King, their main god is associated with the Phoenix, and they share its themes of fire, light, and rebirth.
  • Arch-Enemy: To the Dark Elves, obviously, though the High Elves have been a thorn in Chaos' side a lot longer.
  • Artifact of Doom: The Sword of Khaine (otherwise known as the Widowmaker and the Slayer of Gods), doubling as an Evil Weapon. The cursed blade was wielded by the Ax-Crazy Elven God of War Khaine, which he used to fell immeasurable amounts of people . To drive back the first incursion of Chaos, the first Elven king, Anerion, picked up the sword, which granted him power unimaginable...at the cost of turning him into an Ax-Crazy beserker. The May Patch added this in as an in-game mechanic, as it lets Dark Elf, Wood Elf or High Elf players build the Shrine of Khaine. After which, if one's very desperate (or incredibly stupid), gives the player an option to have one of their generals draw the infamous blade from the shrine, turning them into an unimaginably powerful One-Man Army...at the cost of turning them insane, with truly horrible effects mounting on the campaign map the longer the wielder holds the weapon.
  • Athens and Sparta: Their relationship with the Dark Elves is a classic example of this trope. With the cultured and scholarly Asur as the Athens of the dynamic.
  • Atlantis: Their homeland, Ulthuan, is essentially the Warhammer world's equivalent, being an island home to a mysterious and advanced civilization in the middle of the local equivalent of the Atlantic Ocean. The High Elves are even worried that it'll eventually vanish beneath the waves!
  • Automatic Crossbows: Though they don't have the Repeating Crossbows of their Dark Elf cousins, the High Elves have access to The Eagle Claw Bolt Thrower, a ballista, which makes it the BFG version of this trope.
  • Badass Army: The High Elves are well equipped and even their levied citizen-soldiers are very well trained. To reflect their intense discipline and mutual support in formation, High Elf units get a damage bonus when their hitpoint totals are closer to their maximum. Unfortunately this tightly-knit discipline falls apart when they take too many casualties, and below half maximum hitpoints they begin to incur damage penalties. Thus, managing unit health and readiness between battles and pulling units back and forth during combat is necessary to leverage a High Elf army effectively.note 
  • The Beautiful Elite: In contrast to The Fair Folk nature of the Wood Elves and Dark Elves, most High Elves are physically very attractive, and are outwardly much more even-tempered then their wayward cousins, although they have proven to be just as capable of callousness and destructiveness as the rest of the Order factions.
  • Beauty Is Bad: Downplayed. At best, they're Noble Bigots. At worst, they're racist and arrogant, and they cling to the hopes that their dying empire can be restored again, other races be damned.
  • BFS: The chosen weapon of the Swordmasters of Hoeth, an elite order of warriors responsible for guarding the White Tower of Hoeth and rooting out corruption in High Elven society.
  • Big Good: Subverted. The High Elves like to think themselves as this. To their credit, they have been the most active against Chaos the longest, but they've been fighting against so many enemies for so long that they're not what they used to be and they're too proud to accept help from anyone else, even when they need it most. On the other hand, there are those who genuinely fit this trope, such as Teclis and the current Everqueen, Alarielle.
  • Blade on a Stick: A good number of their infantry units wield spears and halberds, from the humble spearmen all the way up to the elite Phoenix Guard.
  • Bling of War: A faction-wide case. Pretty much all High Elven armor and weaponry is gleaming and ornate. Their army is often referred to as "The Shining Host" as a result. The Skaven Scribe lampshades this in his trailer, wondering if High Elf bones "glitter-shine like their delicate armour?"
  • Blue Is Heroic: Zigzagged. Blue is prominent in High Elf clothing, but generally they are arrogant and condescending as a race. Individually, the attitudes vary, with some elves like Teclis being the Big Good while others are Noble Bigots at best.
  • Boring, but Practical: In the lore the majority of High Elf armies are composed of citizen levies trained as archers and spearmen; due to no longer having a sufficient population to support a full time standing army. Professional elite troops usually belong to relatively small organizations and are almost always a minority in any given force. In-game, said archers and spearmen are very solid at their job for their cost; between the spears' anti-large bonus and long-ranged massed bow fire the Asur really only need other units to deal with heavy infantry, artillery or to take walls.
  • Born in the Saddle: The elves of Ellyrion are renowned for their horsemanship, to the point that each child is bonded to a specially selected foal at a very young age. As a result the kingdom produces some of the finest cavalry in the setting.
  • Bright Is Not Good: Blue, red, white, and gold are the colors usually associated with High Elves. Played with, as while they're generally arrogant and condescending, some are truly compassionate and heroic.
  • Butt-Monkey: In the promotional materials, they took on the role of "faction that gets beat up to show how the others are awesome", much like the Empire before them. Unlike the Empire, their own trailer (which was the launch trailer) is more about Teclis and Tyrion arguing which faction is the greatest threat after Teclis' army gets wiped off the map, with no showing of High Elf power. Adding insult to injury, the one time the trailers praise the Asur as "noble defenders of Ulthuan", it's done with footage from the Dark Elf trailer of them being slaughtered by Malekith. This was lampshaded in the patch notes for the Mortal Empires update, which mentioned that CA had "fixed the cinematic team's obsession with slaying High Elves."
  • Can't Argue with Elves: How they like to present themselves to the "lesser" races in a condescending "We are always right" kind of way. The truth is more complicated. On one hand, they're capable of stupidity and arrogance just as much as the Humans and Dwarfs; on the other hand, they have been fighting to save the world almost as long as the Lizardmen and know what they're doing, and have often successfully cooperated with the younger races to fight Chaos. In particular, Teclis' Loremasters taught humanity how to use magic, and the Altdorf Colleges of Magic were founded with their help.
  • Condescending Compassion: High Elves will often help the younger races if the situation calls for it, but generally treat them like foolish, ignorant children. This plays into the penalty received for enlisting the Wood Elves; the Wood Elves feel they have been abandoned by their Asuryan cousins and see their attempts of diplomacy as patronizing arrogance after years of silence.
  • Conscription: The High Elves have a long tradition of the Citizen Levy, where all young males are subject to being drafted into Ulthuan's armies on an as-needed basis. Each family is provided with spear, bow, and armor, which is passed down from father to son, and each bearer is expected to keep his equipment in fighting condition and be proficient in its use. In this way, the High Elves can field a professional-quality army in larger numbers than their limited population would suggest.
  • Cool Crown: Their Vortex campaign involves putting together a shattered magical crown that will aid them in their quest to stabilize the Vortex.
  • Cool Gate: As a defense against Druchii invasion, the mountain passes of northwestern Ulthuan are blocked off by five huge fortress-gateways, separating the inner and outer provinces. The Gates are fortified settlements on the campaign map, and have unique siege battle layouts.
  • Cultural Posturing: The summation of how the High Elves see everyone else, even other Elves, and they're just a little bit justified.
  • Dark Is Not Evil: The Shadow Warriors of Nagarythe. They're somewhat unpleasant, antisocial individuals, shunned by other High Elves (for the before-mentioned reason, as well as the fact they're considered barely better than the Dark Elves for their Nagarythe blood, and the fact they're Not So Different to their wayward kin), wear pitch black armor, dark hoods and are associated heavily with darkness, but they still wage a shadow war against the Druchii selflessly, and are noted to be usually polite and more respectful of the younger races than the rest of their haughty Asur kin. Not quite evil, but not quite good either, as their methods are...usually quite extreme.
  • Deadly Decadent Court: Downplayed example. The Asur are renowned for the games at court, where blackmail, rumours and ridicule are favoured weapons in an ever-ongoing war for influence and power amongst its myriad noble houses. Violence is heavily frowned upon, however, and murder is right out — Malekith's murder of Bel-Shanaar (and subsequent murder of the council of princes, and then that whole civil war) is still considered the Darkest Hour of Asur politics and represents the line that will not be crossed again.
  • Dissonant Serenity: The Phoenix Guard are often unnerving to their enemies in battle because of this. Their voicelessness makes them eerily quiet in combat (which horrifies the enemy, granting fear), and their knowledge of the moment and manner of their own death makes them completely fearless and perpetually calm.
  • Dragon Rider: An iconic aspect of the race and one of their major sources of military strength.
    • The generic High Elf lords can be mounted on dragons: the melee-oriented Prince can ride a young, impulsive Sun Dragon, while the ranged combat-oriented Princess can ride an older and wiser Moon Dragon. Both can ride an ancient, immensely powerful Star Dragon.
    • Downplayed by the Dragon Princes, the most elite of the High Elves cavalry. While they were literal dragon riders in ages past, the reduced dragon population in the modern era means that they are stuck riding war horses these days. They do model their armor and barding on the dragons of their ancestors though, and carry themselves with extreme pride, even by High Elf standards. They have to make do with warhorses now, which still hasn't hurt their egos.
  • Dying Race: The High Elves as a race have been slowly degrading over the centuries, from the various global conflicts where they've suffered massive attrition (many of which were their fault), and their once-mighty Colonial Empire has shrunk to Ulthuan and a few scattered colonies. Whilst the Dark Elves and Wood Elves are doing fairly well, the High Elves' pride and refusal to change as the world does has ensured this steady decline. This can, of course, change depending on if you play the Asur or not.
  • Elective Monarchy: The Phoenix King, one of the two rulers of the Asur, is elected from among the princes of Ulthuan once his predecessor dies. The other ruler, the Everqueen, is a hereditary position however.
  • Elves vs. Dwarves: The infamous War of Vengeance/War of the Beard, an extremely long and bloody conflict that left both the Dwarfs and High Elves greatly weakened. What neither side knew at the time was that the conflict was largely engineered by Malekith and his Dark Elves to estrange the two races and prevent them from uniting against him.
  • Fantastic Racism: The Asur look down upon other races, such as humans and dwarfs, as primitive and uncultured. However, unlike their Dark Elven adversaries who view non elves as little more than animals to be enslaved or murdered at will, the High Elves tend to treat the other races (with the obvious exception of the various "evil" races) as foolish and irresponsible children who have to be kept from destroying themselves and the world.
  • Fantasy Counterpart Culture: A mix of the Ancient Greeks (more specifically the cultured and educated but still very badass Athenians to the Dark Elves' warlike and positively Darwinian Spartans) and the Byzantines with a little bit of feudal Japan (foreigners are forbidden to set foot on Ulthuan, except for certain designated ports, and their own scholarly master swordsmen) for flavor. In terms of their role in world politics, they also resemble Victorian Britain. Geographically-speaking, Ulthuan is essentially Warhammer Greenland.
  • Fatal Flaw: Arrogance. The High Elves sense of pride and superiority has brought them a great deal of grief over the centuries.
  • Foil: The High Elves and Dark Elves contrast each other aesthetically and mechanically. While the High Elves wear primary colors with white highlights, the Dark Elves wear secondary colors with black highlights. The mechanical buffs to the High Elves start out at maximum and degrade as a battle drags on, the mechanical buffs to Dark Elves start out at minimum and get stronger as a battle drags on.
  • The Federation: Much like the Empire, the High Elves run on an Elective Monarchy, with each of Ulthuan's ten constituent kingdoms ruled by their various princes, one of whom is chosen by the others to become the Phoenix King. The various kingdoms enjoy a good amount of self-governance, just like the provinces of the Empire.
  • Founder of the Kingdom: Aenarion, the First Phoenix King, is credited with establishing the High Elves' civilization.
  • Foreseeing My Death: The Phoenix Guard are shown how they will die, which makes them completely immune to fear and terror effects. As they take a magical vow of silence, they cannot reveal this to anyone else.
  • Giant Flyer: Like their Wood Elf cousins, the Asur can field great eagles; in addition, they also have Phoenixes and several variants of Dragon at their disposal.
  • Good Is Not Nice: While the High Elves are, for the most part, one of the nobler races of the Warhammer world, the majority of them are also arrogant, condescending and dismissive of other races and cultures. However, they are still by far the nicest of the three elven races; in comparison, the Dark Elves are ruthless, sadistic slavers, while the Wood Elves are chaotic isolationists who attack anyone who enter their territory.
  • The Good King: The current Phoenix King, Finubar the Seafarer. Unlike many of his haughty and isolationist predecessors, he wishes for the Asur to become closer with the other races of the world and has built a global trade network to that end.
  • Guys Smash, Girls Shoot: High Elf Princes are their basic melee lord variant, whereas their Princess counterparts specialise in ranged combat.
  • Horse Archer: The Ellyrian Reavers, powerful mounted skirmishers, which (unlike the tabletop) now come in a variant without bows, and are instead a very light cavalry.
  • A House Divided: Believe it or not, the three Elven factions belong to the same species, but have split from each other for a wide variety of reasons. Whilst the Dark Elves and the Wood Elves are noted to actually be thrivingnote  (a rarity for Elves in Fantasy Fiction), arrogance has caused the High Elves to steadily decline, even if they're still a powerful Empire.
    • More locally, Ulthuan is split into ten largely autonomous kingdoms who, while all loyal to the Phoenix King, are permitted to pursue their own agendas, up to and including full scale war with each other. They are more than happy to slaughter each other despite the imminent failure of the Vortex and the fact that the campaign begins with a pair of Druchii incursions having conquered significant chunks of Ulthuan.
  • Jack-of-All-Stats: To the extreme. Many of their units are capable of filling multiple roles.
    • Lothern Sea Guard are probably the most multirole units in the game. They are archers with good range (better than Empire crossbows), melee stats much better than normal archers, carrying shields (which makes them resistant to other archers), and welding spears that provide an anti-large bonus (nasty for any cavalry that catch them).
    • Loremasters are casters who are also decent melee fighters.
    • The Eagle Claw Bolt Thrower can switch between precise single shots that do extra damage against large units and a shotgun effect that does extra damage to infantry.
    • Their signature High Magic is the lore equivalent, having heals, buffs and damage spells of three different types that won't outshine a dedicated Life, Light or Fire/Death mage, but can do all of the above decently.
  • Knight In Shining Armour: The Silver Helms, the basic cavalry unit of the Asur, could give the Bretonnians a run for their money in the idealized chivalry department. Then of course there are the Dragon Princes of Caledor, who are among the most elite warriors in all of Ulthuan. The Dragon princes are regarded as arrogant even by elven standards and would likely make Bretonnian knights seem humble by comparison. That being said however, no one can fault their courage and most would be more than willing to give their lives in defense of their fellow elves.
  • Mage Tower: High Elves are fond of their tall, slender towers, and their mages are no exception, having taller and more slender towers than most. The Tower of Hoeth is arguable the greatest example of this in the world.
  • Magic Knight: The Loremaster of Hoeth, a hero unit equally adept as a caster and warrior.
  • Manipulative Bastard: In the campaign, the High Elves have a special ability, Intrigue At The Court, that allows them to force any two factions to experience positive or negative diplomacy modifiers towards each other for a few turns. This can be used to make forming alliances and stopping wars easier, or to drag your rivals into wars against one other.
  • Master Swordsman: The Swordmasters of Hoeth are some of the greatest martial experts among the Asur, spending decades training with the use of an Elfin greatsword. So skilled are they that they can even deflect arrows and gunshot by literally cutting projectiles out of the air.
  • Mithril: Ithilmar, a rare metal, the ore of which is only found in Ulthuan. Its tensile strength is similar to steel, but only weighs a fraction as much, and it is described as a joy to work. It's rarity and lightness means more conventional steel is still commonly employed by the Asur, but for the exquisite lightweight armor used as full-plate by their nobles and heavy cavalry it is unmatched.
  • Nature Spirit: Avelorn, unlike other High Elf factions, can recruit palette swapped but otherwise identical versions of the treemen, tree-kin and dryads that the Wood Elves have access to, as the elves of Avelorn, and Alarielle especially, have the closest relationship with nature and its spirits of all the High Elves.
  • Nemean Skinning: Initiate White Lions, as a test of skill and admittance into their bodyguard corps, need to personally track and hunt a White Lion, a very ferocious predator that stalks Ulthuan, and which is known to attack and ravage elven villages single-handed! After skinning and presenting them, they're admitted into the order and can wear the Lion's Cloak (which grants them a decent missile resistance bonus) as a symbol of pride.
  • Noble Bigot: What these elves are at best. They look down on the younger races, but they're willing to work with them in order to save the world because they just can't let it die. Deconstructed, as their Holier Than Thou attitude often grates with their allies, and resulted in the slow death of their empire despite their good intentions.
  • Our Elves Are Better: These particular ones are arrogant dying militarists, who think they are better then everyone else.
  • Our Dragons Are Different: The dragons of Ulthuan have dwelt in the mountains of Caledor since time immemorial, and have developed a close affinity with the elves who share their homeland. Caledorian dragons largely consider themselves (not unjustifiably) the last "pure blooded" dragons left in the world, and regard the "lesser" dragons of the Old World in much the same way their Elven allies regard humans. The black dragons of Naggaroth, however, they regard with outright hatred and no small amount of pity, and indeed the very existence of these corrupted beasts is something of a Berserk Button among dragonkind. Suffice it to say, they hate the Druchii almost as much as the High Elves themselves do. The dragons will fight alongside their Asur allies in times of war, either permitting worthy elves to ride them into battle or flying to war on their own accord. The power of the dragons has always been a major source of Ulthuan's wartime strength. In the present day, however, the dragons have begun to slumber for ever increasing periods of time and now only the youngest and most restless are easily roused. The High Elves can field three variants of dragons, though these are all simply different life stages of the same species.
    • The Sun Dragons are the youngestnote  and most easily roused of the dragons. Despite not quite possessing the wisdom and power of their elders, they are still extremely formidable beasts. Sun Dragons have red-orange scales and their flames burn in the same hue.
    • Moon Dragons are those of middling age, whose strength and wisdom have been honed by experience and maturity. Their scales are pale gold in colour and their fires follow suit.
    • Star Dragons are the oldest and most powerful of all; truly ancient pinnacles of dragon-kind in possession of immense wisdom and endless strength. Unfortunately, they are also the rarest of dragons and most now sleep beneath the mountains; unable to be roused except in the rarest of circumstances. However, when they are called to war, they are a force of nigh-unparalleled destruction and some of the most powerful dragons in the game. Star Dragons tend to be blue and white in colour, and breathe an extremely concentrated, bright violet magical flame that can tear through the strongest armour, both natural and artificial, with ease.
  • The Phoenix: Phoenixes are an important symbol in High Elven culture and are well known as the emblem of the god Asuryan, in addition to being available as units in the High Elf roster. These come in two variants:
    • The Flamespyre Phoenix, the traditional Phoenix, a fiery red-gold creature that gains power from the Winds of Magic — if the winds drop too low due to mages using them up for spells, its effectiveness will start to drop. It can turn itself into a living bomber airplane by dropping fireballs on enemies as it flies over them, and if killed there's an even chance for it to come back with some health restored.
    • The Frostheart Phoenix is an older Phoenix whose flames have cooled with age and whose plumage has taken an icy blue hue, and which is no longer capable of resurrecting itself. To make up for this, it is much tankier than the Flamespyre Phoenix, and emits an aura of cold that slows and debuffs enemies when in melee.
  • Planet of Hats: The High Elves are a diverse collection of ten different kingdoms, each with their own distinct culture, identity, history, and way of war. So, in-universe each one has plenty of stereotypes that in-game will show up during intrigue events. Some examples include that all Elves of Eataine are cosmopolitan merchants that bought their way to the Phoenix Throne, all Elves from Caledor are overbearing warriors obsessed with their dying past, Elves from Chrace are dependable and noble but classless hunters, and so on.
  • Plenty of Blondes: Overall, High Elves are exceedingly fair with golden hair. For some like Alarielle it can dive into Hair of Gold, Heart of Gold, but for the majority it just gives them another excuse to be overbearingly proud.
  • Praetorian Guard: The White Lions of Chrace, axe wielding warriors who serve as the bodyguard of the Phoenix King, also serving as heavy infantry in Ulthuan's armies at his discretion.
    • There's also the Sisters of Averlorn, High Elf Maidens who guard, and serve the Everqueen, powerful archers who wield magical bows to rain down hell on their mistress's foes.
    • Then you have the Handmaidens of the Everqueen. They are her personal honor guard and can go toe-to-toe with some of the worst baddies the world can throw at them. In game they're a hero unit that can specialize in various fields from public order to trade while still being incredibly tough.
  • Proud Beauty: While not immortal, the high elves are longer-lived than most races, and thus stay beautiful longer than anyone else. This is partly why the high elves are so condescending.
  • The Proud Elite: All high elves consider themselves elite and given their great age and magical skill they have every reason to, but the Dragon Princes take it further by calling themselves elites among elites. Notably, they still call themselves Dragon Princes even though they're no longer riding dragons and not all of them are princes. Despite this arrogance, they're still respected for their martial skills and bravery.
  • Proud Warrior Race: While the Asur tend not to be as boisterous about it as some of the other races, they are unmistakably (and to be fair, justifiably) proud of their military traditions and accomplishments. Nowhere is this more evident than among the elves of Caledor who, after the elves of ancient Nagarythe and their twisted descendants, have always been the most martial of the elven peoples. Nowadays they regard themselves as the greatest warriors in all of Ulthuan.
  • Proud Scholar Race: Very proud of their record keeping skills, with much of their history having been recorded. They also have a fair amount of interest in subjects like Astrology, and Magical Studies, and produce some of the finest wizards in the entire world. Lastly, Ulthuan is home to the greatest schools of magic in the world, run by some of the best minds in the world.
  • Proud Merchant Race: Yes, this also applies. Thanks to the fact that the High Elves used to colonize much of the world and charted most of its oceans, pretty much every major power trades with Ulthuan with the capital of Lothern serving as the center of global trade, and is one of the few areas where the High Elves haven't declined in, and are in fact thriving as never before thanks to the rise of other major trading partners. Trading is so important to them that it's their main method of espionage, as shown in-game where gaining a trade deal with another nation will not only give you a sizable boost in income ,as well as buildings to expand on it, but total view of their movements and units on the campaign-map.
  • Really 700 Years Old: High Elves live for a very long time, and barely age until their final years of natural life.
  • Screw the Rules, I Have Connections!: Large quantities of influence are needed to field capable generals and agents, which the recruitment pool for those without influence points are filled with unqualified officers with negative traits.
  • Shining City: The standard for High Elf urban planning and architecture, though nowhere perhaps so obviously so as the city of Lothern. Located on the southern side of Uthuan, at the narrow part of the only strait connecting the ocean to Uthuan's inner sea. It is the primary port city in Uthuan as it is the only place to get shipping from the Inner Kingdoms to the ocean and the wider world beyond, is a major strategic naval choke-point for the entire continent and is extremely well defended. It is one of the very few places in the Asur kingdoms where foreigners are permitted to land, lending the place a much more cosmopolitan air than other High Elf cities.
  • Smug Super: They really are more capable than many other races all around, boasting superior magic to the humans, superior speed and use of Utility Magic to the Dwarfs and low-level troops who can hold their own against all other factions very well. The problem is that their arrogance is often taken too far, and they don't realize that superiority is not an automatic guarantee of victory.
  • Stealth Expert: The Shadow Warriors are experts in guerrilla warfare, having been fighting against the Dark Elves in their own shadow war for millennia, which has given them a host of special skills that allow them to remain hidden. They posses Stalk, Vanguard Deployment, Master Ambusher, Snipe and the ability to fire whilst moving, making them a skirmishing nightmare.
    • Then there's the Shadow Walkers, elite Shadow Warriors handpicked by Alith Anar himself, which come In the Hood. Add poison attacks, twin blades for emergency melee, stat boosts, all the above traits, and a heavy anti-infantry bonus, and they're the best of the best when it comes to infiltration. They're only usable by Nagarythe.
  • Swirly Energy Thingy: The Great Vortex, which is at the center of every faction's main campaign, and is at the center of Uthuan itself. The entire continent is studded with carefully placed waystones to establish Ley Lines that channel the excess magic out of the world, established at the beginning of the Asur empire to starve daemons on the mortal plane of the magical energy that sustains them. Even to this day, daemons struggle to remain manifest in the material realm for long due to this Vortex. Safeguarding the Vortex, and by extension the world, has been at the center of the Asur's imperial responsibilities ever since.
  • Taking You with Me: The Keepers of The Flame (the Phoenix Guards Regiment of Renown) have the Mark of Asuryan, wich makes them explode and deal heavy damage to their enemies when they are killed.
  • Took a Level in Jerkass: In-universe; their lore states that their empires had been successful for so long that they let their power and political affluence go to their heads, and lost the heroic compassion they were once known for. It resulted in the fragmenting of their people and their empire becoming a Vestigial Empire from being assailed with powerful threats, among other things.
  • Utility Magic: The Asur have been practicing the arcane arts far longer than man, and as a result have grown comfortable employing it doing tasks humans would be unlikely to trust. It is through this use of magic that they build their seemingly impossibly slender soaring towers, and have abundant harvests despite cultivating very little farmland.
  • Vestigial Empire: The Asur were once one of, if not the, most powerful nation in the world, ruling not just Ulthuan, but vast swathes of the old world and lands even further afield. Nowadays, while still powerful, a long succession of wars, disasters and the slow attrition of time have left them a shadow of their former glory. Some of their old colonies have been abandoned and the ruins settled and built-on by other powers, and a few far flung colonies they still hold onto as strategic waypoints for their navies.
  • The Voiceless: Justified with the Phoenix Guard, who all take a magical vow of silence once they're shown a vision of their own deaths. As such, they are completely silent no matter what injuries they suffer. This gives them a fear trait as their foes become unnerved for how silent they are.
  • Warrior Monk: The Phoenix Guard, an order of elite holy warriors who guard the Shrine of Asuryan.
  • Warrior Prince: Princes and princesses are available as lord choices.
  • Wizarding School: The White Tower of Hoeth, undoubtedly the greatest center of magical learning in the Warhammer World. Also counts as a Mage Tower. In game, building it provides bonuses to your magic users as well as additional ranks for recruited Mages and Loremasters.
  • White Magic: High magic or "Qhaysh", the least corrupt or "chaotic" form of magic in the setting. It involves weaving the various winds of magic into a single, harmonious whole, a process so complex that only the most magically attuned beings, such as the Elves and Slann, are capable of accomplishing it.
  • The Worf Effect: The High Elves' role in promotional materials is to have their ass kicked in spectacular fashion to show how dangerous the other factions are, even in their own trailer. Those coming to the game from Total War experience rather than Warhammer experience are occasionally unaware that Ulthuan is supposed to be a thriving naval empire and a competent, if somewhat aloof, superpower. Creative Assembly even acknowledged this in Mortal Empires, where the patch notes included a mention of decreasing the Cinematic Department's lust for High Elf blood among other tweaks to units.
  • Wreathed in Flames: The Keepers of the Flame, an extraordinarily powerful Regiment of Renown unit of Phoenix Guard who not only wield blessed halberds (that do magic damage), they also bear the cursed mark of Asuryan, causing them to explode in a burst of bright white-blue flame once they're killed, damaging anyone around them unlucky enough to be caught in the blast.

Legendary Lords

    Tyrion 

Prince Tyrion, Defender of Ulthuan

https://static.tvtropes.org/pmwiki/pub/images/dcwcvlcxuaapsvf.jpg
"Heir of Aenarion"
"Our beautiful land is besieged on all sides, but we resist the like our fathers did before us. We will emerge victorious and more intractable than ever to these turbulent times when our corrupt brothers come to ravage our shores. We are the Asur, the sons of Aenarion and Ulthuan shall never fall."
Voiced by: Mark Noble

Prince Tyrion is the High Elves’ greatest living warrior. So valiant and skilled is he that the bards of Ulthuan sing that he is nothing less than Aenarion reborn — a tale that is given credence far beyond Ulthuan’s shores. Since Tyrion’s meteoric rise to fame, many have whispered of his destiny to lead the High Elves towards a glorious future and perhaps one day to take the Phoenix Crown. If Tyrion hears such gossip, he pays it no heed, for he is completely loyal to Finubar. Thus does Tyrion concern himself only with the twin duties of protecting Ulthuan and its Everqueen. However, the latter is seen less as a duty than it is a calling of the heart — it is common knowledge that Tyrion is Alarielle’s consort, and has been for many years.

Though Tyrion is a great warrior, he is no politician, and he is much given to speaking his mind or openly seeking truth where others would prefer only silence. But for his lineage and battle record, he would long ago have been ostracised by those nobles who hold themselves to be more intelligent and subtler than he is. As it is, none wish to directly challenge he who banished the Daemon N’kari at the Phoenix Shrine and slew Urian Poisonblade upon the Finuval Plain.

Tyrion leads the Lothern sub-faction. In Eye of the Vortex, he begins the game on the Straits of Lothern in Ulthuan. In Mortal Empires he starts in the same area, but the province has been merged with that of Eataine and uses the latter's name.


  • Adult Fear: Unlike his brother Teclis, he has received the mental part of Aenarion's Curse; while he's one of Ultuan's greatest warriors, elements of his ancestor's insanity emerge, such as his lust for battle and feeling no regret in spilling blood. Deep down, Tyrion fears the day when he'll ultimately snap and turn into another Aenarion, bringing harm to his loved ones and his people.
  • Ax-Crazy: If one goes down the Heir of Aenarion chain, the flavor text of his upgrades state Tyrion completely abandons any pretense of honor and civility, instead becoming a whirlwind of death and destruction, at the cost of hefty public order decreases. Even without going down the skill-chain, Tyrion remains noticeably bloodthirsty in his quotes compared to generic High Elven princes.
  • The Ace: In all matters relating to combat. Tyrion is one of the greatest swordsmen alive, as well as an accomplished commander and strategist.
  • Bodyguard Crush: Is in one with The Everqueen. Finubar thankfully doesn't seem bothered by it.
  • Both Sides Have a Point: While Teclis is right in that the High Elves need to swallow their pride and accept help from the "lesser" races if they are to survive, Tyrion is concerned that his brother is wasting his magic on those that will soon die off, and that his meddling might bring dangers to Ulthuan that even their people can't stop.
  • Berserk Button: Never mock his brother, you'll live longer.
  • Big Brother Instinct: In the lore he is very protective of his brother Teclis. This is justified as Teclis was sickly growing up, and was bullied and scorned by the other elves for being so frail.
  • Blessed with Suck: Being a brilliant tactician and warrior is great, but not if your ancestor's curse is slowly driving you insane. The Heir of Aenarion skillset shows what happens if Tyrion gives in to this madness, becoming someone not unlike a follower of Khorne.
  • Bling of War: The Dragon Armour of Aenarion is ornate even by elven standards.
  • Blood Knight: A heroic example but one nonetheless. Tyrion loves to fight and largely considers his martial prowess to be his only worthwhile skill, and all in all doesn't feel guilt or dread from killing people; a fact which has caused him no small amount of worry in the past. Taken quite literally in the Blood for the Blood God II Trailer, where he talks almost disturbingly reverently about blood, and spends the majority of the video absolutely soaked in it.
    Tyrion: I lust for battle!
  • The Champion: His official position is as the champion of Alarielle the Radiant, Everqueen of Ulthuan. From a broader perspective he counts as one for the entire High Elven race. Fittingly, many of his in game quotes reference this.
    Tyrion: Champion of the Everqueen!
  • Cool Horse: His steed Malhandir, a mighty stallion said to be descended from Korhandir, the legendary father of horses.
  • Cool Sword: His blade, Sunfang, which once belonged to his legendary ancestor Aenarion. For bonus points it doubles as a Flaming Sword.
  • Cursed with Awesome: Aenarion's curse manifests in Tyrion in the form of him being an incredibly badass Blood Knight. He has a genuine concern of one day devolving into a murderous psychopath, and a player can do that for him if they take Tyrion down the Heir of Aenarion skill chain.
  • Did You Just Punch Out Cthulhu?: The deed which cemented his rise to fame was the defeat of the infamous Keeper of Secrets N'kari, mightiest of Slaanesh's daemons, a feat which he and his brother achieved while still underage. The twins have battled N'kari on a least one other occasion since then, and that too ended in defeat for the daemon.
  • Foolish Sibling, Responsible Sibling: He likes to see himself as the Responsible Sibling, with his brother as the Foolish Sibling. Tyrion is dutiful in protecting the well-being of Ulthuan, and is constantly baffled and frustrated with Teclis's desire to help the younger races, which he believes is beneath his brother's magical capabilities and makes him blind to their people's suffering. However, Teclis is actually the Responsible Sibling who believes that the High Elves need to swallow their pride and accept outside help if they're to survive another blow to their kingdom.
  • Generation Xerox: Is said to greatly resemble his famed ancestor Aenarion, to the point where some believe him to be Aenarion reborn. But the fact that he has the Heir of Aenarion chain reveals that he has his ancestor's curse as well, being in constant danger of going insane one day.
  • Good Adultery, Bad Adultery: He is not only the personal protector and champion of Alarielle The Everqueen, but he is also in a forbidden secret relationship with her, even when she is already married to the king.note 
  • Good Is Not Nice: While he is on the whole a noble man who seeks above all else to defend his home and people, Tyrion often comes across as callous, arrogant, shortsighted and more than a little bloodthirsty, especially when compared to his more compassionate brother, who seeks to aid the world beyond Ulthuan. In addition, going down the Blood of Anaerion skill tree makes this even worse, turning him into an even more powerful killing machine at the cost of causing unrest whenever in his homeland.
  • The Hero: To the High Elves, as evidenced by his title "Defender of Ulthuan". Unlike his brother however, he typically extends his heroism only to Ulthuan and seems little concerned with the fate of the other races.
  • Heroic Lineage: As previously stated, he and his brother are direct descendants of the first Phoenix King Aenarion. Unfortunately, they've inherited Aenarion's Curse as well.
  • Hot-Blooded: Tyrion has a tendency to be impulsive, passionate and often reckless. Even when he was young, Tyrion got into numerous duels, some of them fatal. Perhaps not coincidentally, he is one of the best Lords in fighting and killing enemy generals and heroes.
  • Humble Hero: How he appears to the other High Elves, at least. Despite knowing of his people's high expectations of him, he has no desire to succeed Finubar as the Phoenix King, or lead Ulthuan into a golden age. He only wants to protect both Ulthuan and the Everqueen Alarielle. Outside Ulthuan, he can appear as arrogant and callous to everyone else.
  • In the Blood: As direct descendants of Aenarion, the brothers share in 'Aenarion's Curse': manifestations of the first Phoenix King's less-than-pleasant traits from drawing The Widowmaker. Tyrion has a touch of the Phoenix King's madness, which is represented in-game by the Heir of Aenarion chain, which empowers Tyrion in return for making him go a little funny in the head.
  • Knight In Shining Armour: Tyrion's Defender of Ulthuan chain (which permanently locks you out of the Heir of Aenarion chain) gives giant factionwide bonuses to diplomacy, recruitment and public order as Tyrion focuses on his role as protector of the Asur.
  • Lightning Bruiser: When mounted on Malhandir Tyrion is easily one of the fastest lords in the game; able to reliably outpace even flying units. And of course he is an absolute force of nature in battle.
  • Master Swordsman: Unquestionably one of the greatest swordsmen in all of Warhammer Fantasy.
  • Noble Bigot: His great deeds and compassion is tempered by his feelings of racial superiority. Unlike Teclis who aims to aid the greater world beyond the elven shores, Tyrion only focuses on protecting his people and doesn't understand why his twin brother wastes his magical talents on the younger races. This is emphasized in their argument in the opening cutscene for Teclis's High Elf campaign, after Teclis announces his intent to go to Lustria:
    Tyrion: Why do you care so much about the greater world?
    Teclis: (angrily) Why do you not?
  • Polar Opposite Twins: He and his brother Teclis are twins, possibly fraternal. Tyrion is a charismatic and powerful warrior-general who's a beloved hero to his people. His brother is a physically frail, sharp-tongued mage who cares about the general well-being about the world beyond Ulthuan.
  • Red Is Heroic: His heraldry is bright red and white, which is painted across his armor.
  • Red Is Violent: On the otherhand, if taken down the Heir of Aenarion path, he'll become an invincible swordsman with deteriorating sanity and utter lack of empathy.
  • Sword Beam: A variant. In addition to being a Flaming Sword Sunfang can also project blasts of fire.
  • Sword and Sorcerer: With his brother Teclis, Tyrion providing the sword.
  • Sibling Yin-Yang: Tyrion very much represents the ideal elven Warrior-Prince, being a masterful swordsman, a charismatic leader and an accomplished tactician. In addition he is also charming, good-looking and physically sound. His brother Teclis by contrast is a sickly cripple who has long endured scorn from his fellow elves, despite being an immensely powerful mage.
  • Superpowered Evil Side: If he goes down the Heir of Aenarion skill line, he becomes an absolutely absurd melee combatant, but also gives in completely to his Blood Knight tendencies.
  • Tsundere: A platonic example for his twin brother Teclis. While it's clear he loves him deeply, Tyrion often finds his younger brother's compassion for the "lesser" races difficult to comprehend, seeing Teclis investing his vast power in those other races as being wasteful and potentially dangerous to Ulthuan, and becomes frustrated with him as a result.
  • The Un-Favourite: In marked contrast to how they're received by elven society at large, the twin's father Arathion has always seemed to favor Teclis over Tyrion, mainly due to how alike the two are.
  • World's Best Warrior: He is definitely in the running at the very least. His skill with a sword is preternatural, even by elven standards.

    Teclis 

High Loremaster Teclis, Warden of the White Tower

https://static.tvtropes.org/pmwiki/pub/images/teclis.png
"Master of the White Tower"
"The Realms of Man must not fall. Our fate is intertwined with theirs, and if they fall, so too do we. For this reason, I taught their first masters of magic, and for this reason, we must not abandon Men, despite their barbarous ways."
Voiced by: Jason Canning

Teclis is Tyrion's twin brother, but two more different siblings would be hard to find. Where the curse of Aenarion has yet to leave an obvious mark upon Tyrion, it has made his brother frail and caustic. Indeed, so feeble is Teclis that his body can only be sustained by the consumption of magical potions. Yet no-one, least of all Tyrion, sees Teclis as the weaker twin — his destiny merely lies along another path. Teclis has been blessed with a talent for magic that makes him preeminent, not only amongst the mages of Ulthuan, but in the whole world. Though it is little acknowledged in Naggaroth, the Witch King himself accedes that Teclis is his superior and, since the Battle of Finuval Plain, has taken care not to come into direct conflict with his younger cousin. It is even claimed that Teclis’ power approaches that of the great Necromancer Nagash, so it is fortunate that he has devoted his life to thwarting the powers of Chaos and death.

The twins also differ greatly in their strategic outlook. Where Tyrion sees the protection of Ulthuan as his chief duty, Teclis seeks to safeguard the whole world. Such is the ideology that led him to aid Magnus the Pious during the Great War Against Chaos, and thereafter found the Colleges of Magic in the Empire. Since then, Teclis has walked abroad in many other lands, sharing his wisdom with those who have need of it, and wielding his magics to keep the dark forces of Chaos at bay. Thus will Teclis’ legend endure long after heroes of the sword have been forgotten, for his actions shaped not a battle, nor even a campaign, but the future of the world itself.

Teclis leads the Order of Loremasters sub-faction. In The Eye of the Vortex, he begins the game on the Turtle Islands in Lustria. In Mortal Empires, he instead begins on the Volcanic Islands, also in Lustria.


  • The Ace: In all magical matters. To the point that he's been called "The greatest natural sorcerer of his age".
  • Adaptational Heroism: While his niceness is a carryover from the tabletop, he was also a Manipulative Bastard who, during The End Times, arranged for his own niece to be sacrificed to ensure Nagash's return claiming it was their best chance of defeating Chaos, which pushed a distraught Tyrion over the Despair Event Horizon and led to him becoming the Avatar of Khaine. Here, he has no such designs.
  • All of the Other Reindeer: During his youth Teclis often endured the scorn of his fellow elves on account of his physical frailty. While this has left him with some understandable bitterness, it also instilled in him a sense of compassion for those most Asur would consider beneath them. The other elves, such as his own brother Tyrion, also don't understand why he's wasting his magical talents on the "lesser" races when he should be helping his own people.
  • Arch-Enemy: To Malekith the Witch-King himself. Out of all the living Warhammer characters it's Teclis who has earned his ire (and grudging respect) the most, after he defeated the the dark elf king in a Wizard Duel at The Battle of Finuval Plain.
  • The Archmage: One of the greatest sorcerers of his age. In-game he comes equipped with a varied and versatile arsenal of spells from numerous different lores of magic. He can also be given the lore attributes of all eight basic lores, has numerous skills to buff his spellcasting prowess and a number of bound spells. Lastly, one of his campaign bonuses is a buff that gives him an additional 30 winds of magic power reserve.
  • Armor and Magic Don't Mix: Averted. Possibly due to his physical frailness caused by Aenarion's Curse, Teclis wears a helmet and some armor so he wouldn't be killed so easily. He is a Magic Knight on virtue of wielding a sword he made by himself, but his physical frailness prevents him from doing much as he would like to.
  • Badass Bookworm: As a High Elven loremaster he is the embodiment of this trope.
  • Blessed with Suck: Yes, Teclis is an extremely powerful mage; however he is also a sickly cripple who needs magic potions to function.
  • Benevolent Mage Ruler: For his own faction, the Order of Loremasters. In general, he's the only prominent elf mage who actively helps the other races outside Ulthuan, which baffles and frustrates the other high elves.
  • Big Good: Teclis is among a small handful of characters in the Warhammer world that has an idea on what's really at stake and how important it is for everyone to work together for the greater good, as opposed to the current status-quo. His heroics in trying to keep Chaos at bay have made him famous and respected all across Ulthuan and the Old World, which is reflected in his boost in diplomacy with High Elven and Human factions.
  • Blue Is Heroic: Dressed in blue robes, and acts as the Big Good for the entire world.
  • Both Sides Have a Point: While Tyrion's concerns about his meddling and being blind to his own people's suffering are valid, Teclis believes that the High Elves need to learn to swallow their pride and accept outside help if they are to survive.
  • Celebrity Resemblance: Looks like Benedict Cumberbatch. The Skaven Scribe React Trailer even acknowledges this where he mockingly calls Teclis "Benedict Cumberelf".
  • Cool Helmet: Wears the War Crown of Saphery.
  • Cool Sword: In spite of his frailty he still carries a blade, known only as the Sword of Teclis. He forged the weapon himself in a sort of self enforced Rite of Passage, in order to prove his skills as an enchanter, and rarely actually uses it in combat.
  • Deadpan Snarker: Renowned for his cutting wit.
    • One of his diplomatic responses to a Lizardmen faction he is at war with:
    Yes, yes, cold order, blah blah, get on with it.
  • Did You Just Punch Out Cthulhu?:
    • As noted above, Teclis, at that point a fairly young (by elven standards) man, managed to defeat Malekith himself, a nearly 7000-year-old walking nightmare who can take down greater daemons with ease. Admittedly, Teclis managed to achieve victory via exploiting his enemy's Achilles' Heel (using a spell to ignite the fires of Asuryan which still smouldered within the Witch-King), but this does nothing to diminish a remarkable accomplishment, and demonstrates Teclis' razor sharp intellect in the process.
    • In addition he and Tyrion have also defeated the greater daemon N'kari on multiple occasions.
  • Early-Bird Cameo: Teclis made a cameo appearance at the end of the tie in novella The Prince of Altdorf, which was released with the Old World Edition, about a month before the announcement of Total War: Warhammer 2.
  • Foolish Sibling, Responsible Sibling: Tyrion likes to think of him as the Foolish Sibling, because he's always going off helping the "lesser" races instead of staying loyal to Ulthuan. However, Teclis is the Responsible Sibling, because he understands that acting superior to others isn't going to help in the long run, especially if the world's so close to being destroyed by the Vortex's collapse.
  • Freudian Excuse: He used to be scorned by his fellow High Elves for being physically weak, which understandably made him bitter and sharp-tongued. On the other hand, his experiences also made him sympathetic to the plight of the "lesser" races, which is why he often aids them.
  • Genius Cripple: Teclis is so frail that he can't even walk under his own power without magical assistance. Fortunately, he's one of the greatest wizards who's ever lived.
  • Glass Cannon: Teclis is a magical powerhouse. Physically however, he is frail even for a mage because of Aenarion's Curse affecting him physically, and will fall apart swiftly under a determined assault.
  • Has a Type: In-Universe, he's noted to be very attracted to human women. Partially because he prefers the company of other races to that of his haughty elven brethren, but mostly because by the standards of the human race, Teclis is super handsome. He does avoid Interspecies Romance, as Teclis does little more than spend nights with scores of prostitutes.
  • Handicapped Badass: As a result of Aenarion's curse, although he is an extraordinarily powerful mage, Teclis is sickly and frail and has to regularly drink special elixirs in order to even stand up.
  • Healing Potion: Teclis' sickly body has long required medication in the form of alchemical potions to allow him enough robustness to bring his magical talent to bare. This is reflected mechanically in game by his "Potion of Charoi" ability, which allows him to quaff one during battle to restore his strength, regenerating some of his hitpoints over time. However, this does add thirty seconds to the cool down of all his abilities, without which his utility is extremely limited.
  • Helmets Are Hardly Heroic: Subverted; he wears a helmet and some armor so he could have some physical protection due to his frailty. He's one of the more heroic High Elves in the lore.
  • In the Blood: Teclis shares Aenarion's Curse with his brother. In his case, it's affected his body instead of his mind.
  • Jerk with a Heart of Gold: Teclis' sharp tongue is one of his most famous traits, causing him to often be regarded as rude and discourteous. However, he is also one of the few High Elves to genuinely give a damn about races other than his own, even treating humans and dwarfs with a modicum of respect and courtesy. He also taught the men of the Empire how to safely wield magic, founding the Imperial Colleges of Magic in the process.
  • Magic Knight: Downplayed. All Loremasters of Hoeth are as much expert swordsmen as they are wizards, and Teclis is the master of their order. However, his physical frailty tends to make him more limited in his capacity for mundane combat than other Loremasters.
  • Magic Staff: Wields the Moonstaff of Lilaeth, an ancient artifact gifted to him by Alarielle the Everqueen.
  • Mind over Matter: In the announcement trailer for Total War: Warhammer 2, he's shown magically adjusting pieces of an ancient altar, while removing any collected debris from it.
  • Mystical High Collar: Sports an impressive high collar as part of his outfit.
  • Parental Favoritism: When he and his brother were growing up their father Arathion seemed to favor Teclis over his brother. This was mostly due to the strong resemblance between them, with Arathion being a scholarly mage like Teclis would one day become. Not to mention the fact that the sickly Teclis simply needed more care, whereas Tyrion seemed to have everything come easily to him.
  • Polar Opposite Twins: He and his brother Tyrion are twins, possibly fraternal. Tyrion is a charismatic and powerful warrior-general who's a beloved hero to his people. Teclis is a physically frail, sharp-tongued mage who cares about the general well-being about the world beyond Ulthuan.
  • Pride: Defied; despite his sharp tongue, he acknowledges that racial and cultural pride is one of his people's biggest faults, and wants them all to stuff it soon if they are to survive. This is likely due to his frailty making him sympathetic for the younger races of the Old World.
  • Sibling Yin-Yang: His brother is a powerful and charismatic warrior-general, Teclis is a physically frail, sharp-tongued mage.
  • Sickly Child Grew Up Strong: He was sickly, weak, and frail as a child, which earned him the scorn of his peers. He might have died or at least grown up into an invalid of an adult, were it not for his prodigious magical talent and the medicinal potions he consumes daily.
  • Squishy Wizard: One of the squishiest, due to Aenarion's Curse affecting him physically. This probably explains why he wears a protective helmet and golden armor with his robes.
  • Sword and Sorcerer: The sorcerer to Tyrion's sword.
  • The Red Mage: Teclis possesses a wide and varied array of spells, making him one of the most versatile spellcasters in the game.
  • Training the Gift of Magic: Something he engaged when he taught men of The Empire the rudiments of magic during The Great War Against Chaos centuries ago. He in fact founded Altdorf's Colleges of Magic so humans could teach other humans how to wield The Winds of Magic safely. This was considered a radically dangerous idea by his fellow High Elves, given human's short life span and unpredictable character, but Teclis considered it necessary that the younger race be trained so they could serve as a secondary bulwark against Chaos.

    Alarielle 

Alarielle the Radiant, Everqueen of Ulthuan

https://static.tvtropes.org/pmwiki/pub/images/xfovhmx_8.png
"I will bring the light that ends your darkness!"
"My friends, we are gathered in very dark times. Our enemies are mighty and our allies few. We have suffered defeat after defeat and loss after loss. I would not blame any of you if you had lost all hope of eventual victory. Nonetheless, you have not done so. You have not given up even in the face of a foe who delights in displaying this cruelty of power. You have not admitted defeat even in the face of overwhelming odds. You stand before me ready to fight and die for your homeland, and that makes me proud of each and every one of you!..."
Voiced by: Rachael Naylor

Alarielle the Radiant is the current Everqueen of the High Elves and the eleventh to rule since the time of Phoenix King Aenarion many thousands of years ago. Alarielle, like previous Everqueens, represents the mortal embodiment of Isha, Mother-Goddess of the Elven race. She is the spiritual heart of all of Ulthuan, her glowing hair is like a golden cloud, and it is said that so great and timeless is her beauty that it can move even the immortal gods to tears. The Everqueen's power is that of nature itself. Where Alarielle walks, the fields start to blossom and flowers spring forth from the ground.

When she is joyful, the skies above become clear and the land for leagues around blooms with life and light. When she mourns, the skies weep with her, and when her eyes darken with rage, thunder roars across the hills. Since the Golden Age, the Everqueen has served as Isha's chosen priestess in the mortal world. Whilst the tradition of the Phoenix King is relatively new — a mere six and a half thousand years in age — there has always been an Everqueen ruling the enchanted Isles of Ulthuan.

Alarielle is a Legendary Lord available to those who purchase The Queen and the Crone DLC. Alarielle leads her own sub-faction, Avelorn, in the Vortex and Mortal Empires campaign.


  • 100% Adoration Rating: In lore she is this, in game this is a mechanic. If Alarielle has the full support of her people, she and her faction gets some beefy buffs to their economy and battle prowess, but if too much of Ulthuan is taken over by outsiders, confidence in Alarielle falls and she's hampered by debuffs.
  • Action Mom: Alarielle is both a literal mother to her daughter Aliathra note , and the spiritual mother to the entire High Elven race, and isn't afraid to dash the floor with anyone or anything threatening either one.
  • Beauty = Goodness: She's both one of the kindest and prettiest people alive.
  • Benevolent Mage Ruler: Alarielle is the latest in a long line of queens that are some of the foremost practitioners of white magic in the Warhammer World. In fact, they're the reason why it's always warm and sunny in Avelorn and why Ulthuan has never felt the corruption of Chaos like in the rest of the world.
  • Bodyguard Babes: The Handmaidens of the Everqueen, an elite Amazon Brigade of Praetorian Guard who accompany Alarielle everywhere and are sworn to her for life.
  • Combat Medic: Her main role; she's quite possibly the strongest healer in the entire game, and her special abilities are solely dedicated to healing her troops.
  • Cool Crown: A very ornate, and giant one made from white gold, which holds the Star of Avelorn, a bright red gem of crimson colour in the shape of a heart, and is the symbol of her office. It has the power to close up the most grievous wounds in seconds.
  • Fertile Feet: Flowers bloom beneath her feet when she walks.
  • Foil:
    • To Hellebron. Both are the highest religious authority in their respective societies, but apart from that the two contrast each other in essentially every way. Whereas Alarielle is a woman of peace, who only fights when necessary in defense of her home, Hellebron is a crazed Blood Knight who lives to wage war in the name of her god. Where Alarielle is a spellcaster who wields magics of life and light, Hellebron is a melee combatant of superlative skill and ferocity. While Alarielle is young and beautiful, Hellebron is old and haggard. And of course, Alarielle is the servant of Isha, and represents life, nature and healing, Hellebron is the world's foremost servant of Khaine, the bloody handed god of war and death.
    • To a somewhat lesser extent, also to Morathi and the Wood Elf queen Ariel. All three of them are the matriarchs of their respective societies as mother figures, religious leaders, and powerful mages, but whereas Morathi is, well, Morathi and Ariel has done some pretty questionable things despite being a force against Chaos herself, Alarielle is adored by her people and is one of the few active agents of goodness and light in the world.
  • Friend to All Living Things: As Isha's representative, Alarielle has a close connection to Avelorn's forests as well as Ulthuan itself and the natural world in general. In-game this is reflected by being the only High Elf that can summon forest spirits (who usually only answer to calls from the Wood Elves) to her side and even ride atop a Great Eagle to battle, as well as giving buffs to public order, anti-corruption, and growth just by visiting a province.
  • Gaia's Vengeance: Alarielle has the unique ability to recruit dryads and treefolk to her armies, something previously reserved for the Wood Elves, due to her being the living avatar of the elven goddess of life. This makes hers the second playable hybrid army in the game, with Arkhan's mix of Tomb King and Vampire Count units being the first.
  • Good Adultery, Bad Adultery: As mentioned in Tyrion's entry, she is in a secret relationship with him despite her marriage to the current Phoenix King.note 
  • Good Hurts Evil: Her very presence is anathema to daemons and other corrupted beings. In one story she participated in a battle against a Slaaneshi warhost and was singled out and attacked by the champion in command of the host, only she drained him of all his power with a single touch and in the ensuing tug of war for the champion's soul, he was turned into a pathetic Chaos spawn which was quickly chopped to pieces by Alarielle's honour guard; the Slaaneshi forces were thrown into disarray as their magic was hampered and Teclis led the High Elves into mopping up the forces for good.
    • Allergic to Evil: However, if Chaos gets too powerful and the world becomes too corrupted, Alarielle will grow weaker.
  • Good Is Not Soft: She definitely won't hesitate to strike you down should you threaten Ulthuan.
  • Hair of Gold, Heart of Gold: Golden haired, and one of the most benevolent characters in the setting.
  • High Priest: Alarielle is this for the High Elves as Isha's mortal embodiment and ruler of Avelorn, the birthplace of the entire Elven race.
  • The High Queen: Regal, benevolent, beautiful, and powerful, if anyone exemplifies this trope in Warhammer it's her.
  • Incorruptible Pure Pureness: Personal life with her champion aside, Alarielle is one of the straightest examples of this in the Warhammer franchise. Not many people can fight Chaos alone just by sheer willpower and presence.
  • Lady of War: Unlike most Everqueens, Alarielle is not afraid to lead matters of war herself, while the current Phoenix King Finubar is a Non-Action Guy.
  • Light Is Good: Wears a beautiful gown of pure white, wields White Magic, is lithe and golden, and is possibly one of the kindest souls in the entire World.She likely embodies this trope better than any other character in the franchise.
  • Light 'em Up: Her melee attacks manifest as blasts of white light, and she also has access to the banishment vortex from the lore of light.
  • Nice Girl: Selfless, polite, and very caring, Alarielle is one of the nicest people you can meet in the Crapsack World that is Warhammer.
  • Semi-Divine: Alarielle is one of two avatars of Isha in the Warhammer World, the other being Ariel of the Wood Elves. Her powers against Chaos and over life are a result of this innate connection to the goddess, and shown in-game by being effective at removing corruption and increasing growth better than any other Legendary Lord.
  • The Power of Love: Alarielle's entire purpose for breaking tradition to take the fight to Chaos directly is motivated by this, and much of her power is derived from her love and concern for Ulthuan and her people. There's a reason why the symbol of her faction is a bright red heart.
  • The Magnificent: Alarielle the Radiant.
  • Royals Who Actually Do Something: Unlike her predecessors Alarielle will actually lead armies to war in defense of Ulthuan. Not all elves regard this positively however, with many viewing the Everqueen, traditionally a non military position, marching to war as a terrible omen.
  • Silk Hiding Steel: Beneath the gracious, serene exterior is a formidable foe to any who would bring war to the Asur.
  • White Mage: Her arsenal of spells is geared primarily towards buffing and healing.
  • White Magic: She draws her spells from the lores of Life, Light and High Magic, likely the three least corrupt and malevolent forms of magic in Warhammer lore, thus arguably making her the best healer in the game.
  • White Magician Girl: Alarielle is kind, generous, and as noted above, one of the best healers the world has on offer.
  • World's Most Beautiful Woman: Said to be the only one to rival Morathi for the title.

    Alith Anar 

Alith Anar, the Shadow King

https://static.tvtropes.org/pmwiki/pub/images/ss_d7b4f4dcc5799344d1929964c5bbbd197dc108651920x1080.jpg
"Fear the shadows... fear my name: Alith Anar!"
"Do not long for peace, for there can be none while any druchii still draw breath. Embrace war as the crucible of your valediction, the means to purge this stain upon our people. Swear oaths of vengeance, not to me or your companions or to the uncaring gods, but to fallen mothers and fathers, dead sisters and brothers, slain sons and daughters. Take the darkness that the druchii have created and rob them of its power. You are the blade that will strike down the wicked. You are the shadow warrior, the faceless bringer of justice."
Voiced by: Dylan Sprouse

Alith Anar, Prince of Nargarythe and the Shadow King, is the current ruler of the Kingdom of Nargarythe and the last member of the noble line of House Anar. Tradition maintains that the Nagarythi chose Alith Anar as ruler after Malekith fled into the west. The lord was the last heir of a great line, his forebears having been slain by the Witch King's minions. In those days there were many Dark Elves still hiding in Ulthuan, and Alith Anar took to their eradication with a bloody vengeance. Those of his foes who were not killed in battle were crucified upon trees, where those who passed could witness their grisly fate, and as he attacked and burned each enemy encampment, his fame grew.

None know Alith Anar's final fate. The Shadow Warriors believe he still walks the world, a restless spirit of vengeance. They tell that on the darkest night of the Season of Frost, a grey-garbed figure can be seen kneeling before Eothlir's tomb, head bowed in silent contemplation of the bloody deeds the coming year will bring. Other High Elves scoff at such tales, but few amongst them would not wish to be proven wrong. For his part, the Witch King has passed beyond the veil of mortal concerns, but if Malekith any longer fears anything, he fears the vengeance of Alith Anar.

Alith Anar is Legendary Lord free to anyone who acquires the FLC Alith Anar. Alith Anar leads his own subfaction, Nagarythe, in the Mortal Empires and Vortex campaign, and, atypically for a High Elf, starts his campaign in Naggarond.


  • A House Divided: Alith Anar is of the same original people and kingdom that the Dark Elves broke away from: Nagarythe. His war against the Druchii is against his own relatives and countrymen.
  • Animal Motifs: He's heavily associated with Creepy Crows.
  • Anti-Hero: Type IV, borderline Type V, if not for having genuinely good motives. Alith is so ruthless and brutal he almost rivals the Dark Elves themselves in terms of sheer horror, as he is very fond of skinning his victims alive, stringing them up on trees, crucifying people, and kidnapping Dark Elf children to be raised as Shadow Warriors. That being said, his enemies are so vile it's hard to fault him, and Alith does it so innocent people won't suffer from the Druchii.
  • Arch-Enemy: To Malekith, and the Druchii as a whole.
  • Archer Archetype: A cool, cruel, and collected hero that wields the mystical Moonbow of Lileath to snipe his targets from afar before anyone can notice.
  • At Least I Admit It: What keeps him from going over the line and becoming a true Druchii instead of a High Elf who happens to be related to them is self-honesty; he knows High Elves are only better than everyone else because their empire lasted longer, and that other races have the potential to be just as grand as they. For this, he's both far more ruthless and way less bigoted than his peers; one could say part of the reason he's so ruthless is that he understands how horrible the Dark Elf slave trade is.
  • The Atoner: A more morally grey example than most and Alith's penultimate goal. Beyond the obvious reasons to kill Dark Elves, he wants to stamp out the Witch King and his followers to both redeem himself and his people for the atrocities their former countrymen have committed and to restore the honor of his house and kingdom.
  • Badass Grandpa: Very old, even for a High Elf, and also visibly aged, Alith is still one of the greatest warriors in Ulthaun.
  • Blood Knight: A more heroic example then most, but Alith is very bloodthirsty, and certainly enjoys slaughtering Dark Elves.
  • Bow and Sword, in Accord: Whilst Alith Anar excels in ranged combat with his bow, he's also a Master Swordsman who can deal tremendous damage with his blade.
  • Cool Crown: He wears the Shadow Crown on his tired brow, the symbol of the true ruler of his home. It's actually quite simple, being a silver circlet with a single diamond etched into it's front. It was the Witch King's most precious heirloom, and Alith stole it.
  • Cold Sniper: A master archer, Alith Anar also has the snipe trait, which lets him fire shots without revealing where he is. Combined with the Stalk trait, Alith is a literal sniper. And he's a very cold blooded individual.
  • Dark and Troubled Past: Oh, sweet, Isha.
  • Dark Is Not Evil: He's a grim, shadowy figure to say the very least, and almost as brutal as the Druchii themselves. But if you don't happen to be a Dark Elf he has no quarrel with you, and his followers are noted to be more welcoming and respectful of the younger races then most other High Elves.
  • The Dreaded: To an insane degree, as he is this to an entire race of sociopaths. Alith Anar is the boogeyman to Dark Elf Children, and the rest are so afraid of this guy none dare to say his name out loud, for fear of summoning him. The Witch King himself, a powerful Evil Overlord and Magic Knight, is terrified of him. In-game he has the Terror trait, which commonly causes entire formations to mass rout, and the special skill "Revenant", which causes the enemy's leadership to drop just because the prospect of fighting Alith Anar is so horrible.
  • Fate Worse than Death: Any Druchii captured alive by Alith and his followers is subjected to this. Most would rather take their own life rather than suffer the Shadow Warriors' torture.
  • Fighting for a Homeland: Both Alith and his people are essentially vagabonds and nomads after losing their homeland to the Dark Elves. Played with, however, in that while Alith is still technically the ruler of Nagarythe, there's been so much violence over the ages that there isn't much left to rule, and so is more concerned on bringing the fight to the Dark Elves personally than waiting for them to show up.
  • Foil:
    • To Malus Darkblade, of all people. Both Elves are motivated by hatred and revenge, both wield awesome weapons of power to their advantage, both are entirely unscrupulous in their methods, both are rather just and noble despite their reputation, and both share the same goal on getting the respect they deserve. Those similarities fall to the wayside in whereas Malus does this all for himself for his own benefit, Alith's drive is about not just personal revenge, but revenge for his entire people and kingdom. He intentionally puts himself in harm's way against the Dark Elves so that them High Elves won't have to.
    • He's also one to, Grombrindal, but in this case they're both nominally heroic characters. Both very close to Malekith (House Anar were once among Malekith's greatest supporters, Snorri Whitebeard was his best friend), and both cheated death to have their vengeance on him. They're both mysterious wandering warriors that are motivated as much by revenge as by their desire to protect their people. The biggest difference is that Grombrindal appears among armies to aid in their defense, while Alith Anar leads his own personal army into Naggaroth to take the fight to his foes. Also, Alith is a Stealth Expert while Grombrindal, tendency to pop up all over the place not withstanding, is anything but stealthy
  • Good Is Not Nice: Embodies this.
  • Legendary Weapon: The Moonbow of Lileath, an enchanted weapon given to him by the goddess herself. It allows him to fire off powerful explosive shot.
  • Living Legend: Alith is a more literal case of this. He uses the stories of his exploits by the High Elves and Dark Elves to stay hidden from the world to only enforce them with greater acts of revenge and cruelty.
  • Me's a Crowd: Alith can create a perfect mirror image of himself to act as an effective distraction. The clone functions on it's own, and can actually deal damage (a measly single hit point per shot), drawing attention away from the real Shadow King.
  • Mysterious Protector: For the High Elf race. Alith has been working behind the scenes since The Sundering in hampering the Dark Elves by killing off key figures and supply lines, as well as sending his Shadow Warriors whenever another battle between Ulthuan and Naggaroth break out. He's a primary reason why Malekith hasn't been able to completely take over Ulthuan yet.
  • Our Ghosts Are Different: There's quite a few implications in the game implying Alith Anar is no longer a living elf, and he's become a phantom of vengeance of sorts, just like the White Dwarf.
  • Pet the Dog: He's noted to be far less snobbish towards other races than his contemporaries.
  • The Power of Hate: An unusually sympathetic example - the Druchii give everyone plenty of reason to hate them.
  • Improbable Aiming Skills: He has a ridiculous range of 300 (on par, and even surpassing many artillery pieces), and he's a very deadly shot. All armour piercing too...
  • It's Personal: With the Druchii, and Malekith in particular, who Alith once idolised. Not only did the Dark Elves slaughter his entire family, they razed his lands to the ground and ruined the reputation of all of Nargarythe.
  • Pay Evil unto Evil: His modus operandi. Alith sees no reason not to do to Dark Elves what they would do to innocents.
  • Rape, Pillage, and Burn: Most of the High Elves are above such displays of barbarism and cannot use the raiding stance. Naragythe is the exception.
  • Raven Hair, Ivory Skin: Alith bears the typical Naggarothi coloration of fair skin and raven hair, highlighting his severe nature.
  • The Red Baron: The Shadow King.
  • Refuge in Audacity: He once attended a Dark Elf ball hosted by Morathi herself, danced with her, then stole the Stone of Midnight and got away clean as he had poisoned her Witch Elves beforehand.
  • Roaring Rampage of Revenge: The guy has been on one for more than 5,000 years against the Dark Elves and has a grisly body-count to show for it.
  • Shrouded in Myth: Alith Anar hasn't been seen in millennia, but that doesn't stop stories of his kill-count getting higher and his feats growing more and more outlandish as they are terrifying.
  • Stealth Expert: Just like his Shadow Warriors, Alith is a master of guerrilla warfare and remaining undetectable. Not only does he have the Stalk trait (which allows him to move across the battlefield unseen), Snipe and Master Ambusher, he has several unique campaign mechanics that further add to this, such as his faction's armies being able to ambush enemies in their default stance (like the Beastmen, master ambushers themselves), he also has access to the Shadow Realm, a Plane of Darkness that lets him and his army move across the campaign map invisible to everyone else.
  • Straight for the Commander: His faction has a unique quirk in the campaign where they are tasked to slay the faction leaders of whoever they are at war with, granting them powerful rewards and buffs upon each kill.
  • Token Heroic Orc: He and the rest of his followers can be described as Dark Elves who remained loyal to Ulthaun during the Sundering.
  • Token Evil Teammate: The High Elves would like to think he's this, but in reality he's just a lot more honest the failing's of his race.
  • Time Abyss: He was around to see the original Sundering and is still alive and kicking over 5000 years later. No one quite knows how he managed to survive this long as Elves, despite living far longer than humans, aren't immortal.
  • Undying Loyalty: Alith was this at first to Malekith, and then The Sundering happened. Ever since he's been an aloof ally at best to every Phoenix King since, but he's still decidedly on the side of the High Elves.
  • Unscrupulous Hero: At his core. He's squarely against evil in all its forms, but he's not afraid to delve into certain methods to get the job done.
  • You Killed My Father: The Dark Elves butchered his family when they remained loyal to the Phoenix King during the Sundering.
  • Warrior Prince: The nominal ruler of Nargarythe, Alith Anar is among the most skilled warriors Ulthaun have ever known.
  • Well-Intentioned Extremist: He and followers' devotion to the people of Ulthaun is always made very apparent... as are their horrifically brutal methods in dealing with threats to said people.
  • Undying Loyalty: To Ulthaun, enough he has waged an eternal crusade against his own countrymen to protect it.

Others

    Talarian 

Loremaster Talarian

https://static.tvtropes.org/pmwiki/pub/images/total_warhammer_2_talarian.png
"It may provide us with the answer."

A Loremaster of Hoeth who aids the twins in their efforts to stabilise the Great Vortex and leads the effort.


  • The Archmage: He's a High Elven loremaster, being one of these is in the job description.
  • Badass Baritone: Has quite the deep voice.
  • Canon Foreigner: An original character created for the game.
  • In the Hood: Wears a hood.
  • Mission Control: Often sends Tyrion and Teclis missions, usually regarding broad scope matters similar to those of previous Total War games.

    Galifreius 

Squire Galifreius

https://static.tvtropes.org/pmwiki/pub/images/total_warhammer_2_galefreius.png
"..."

Tyrion's squire, who is sent to aid and protect Talarian as well as to be Tyrion's eyes and ears in the quest. As squire to the greatest living Elven warrior, you can bet she's a badass. She kills an ancient dragon with Talarian in the third ritual's cutscene.


  • Action Girl: Obviously, since she's Tyrion's squire, but she's able to fight a dragon.
  • Character Death: TWICE! First she is unceremoniously killed by a bunch of rats at the halfway point of the final ritual. Then to rub liquid warpstone into the wound the epilogue not only reveals that Talarian left her to rot, but that she was victim of a Kill and Replace and the Galifreius we saw in-game was nothing more than a Druchii sleeper agent.
  • Forgotten Fallen Friend: Tyrion doesn't even mention her death if in command of the final battle, and her corpse was left to rot until some time after the campaign was over.
  • Mission Control: Same as Talarian, but hers tend to be about taking ritual sites.
  • The Mole: The epilogue reveals the Galifreus you see in-game is a Dark Elf agent and that the real Galifreus died prior to the events of the game.
  • Suspiciously Similar Substitute: To the canon character Eldyra of Tiranonc, another squire of Tyrion.
  • The Voiceless: She never actually speaks — the closest to such is her sending missions.

    Finubar 

Phoenix King Finubar, the Seafarer

The current Phoenix King of the High Elves, who rules from his palace in Lothern. While not playable, a High Elf player regularly receives choices about his current problems at court that can increase or decrease your influence in his court.


  • Bold Explorer: Before being elected Phoenix King, Finubar was renown as an explorer who had traveled the world and was well-versed in its people and cultures.
  • The Good King: A reasonable and well tempered Elf, Finubar truly cares for his subjects, and is generally a very good ruler, commanding the respect of all Princes underneath him.
  • The Ghost: Much like in the tabletop, Finubar doesn't have an in-game presence.
  • Minor Major Character: As king of Ulthuan, he's a major player in the game of world politics. Despite this he never actually appears in game, and throughout the lore generally plays second fiddle to characters like Tyrion and Teclis.
  • Non-Action Guy: Relatively speaking. Like all High Elves he served in the levies (and the Sea Guard as a native of Lothern), but Finubar is no great warrior-king and doesn't fight on the front lines. Contrast this with the Everqueen, Alarielle, who bucks tradition by personally commanding armies in Ulthuan's defense.
  • Reasonable Authority Figure: Finubar the Seafarer is an ardent believer in the cooperation between the various Forces of Order, both militarily and with trade; he lacks almost all of the arrogance that has plagued the Elven race for so long, and treats the other races with surprising respect (he even made a decree allowing humans and dwarf's entrance into Lothern, something unheard of) As he is an excellent administrator and diplomat, yet poor at military matters, he's more then glad to defer such things to Tyrion, and always accepts advice from Teclis.
  • Power at a Price: This is the essence of the Phoenix King dilemmas. The Phoenix King's decisions can greatly boost Influence, but it inevitably means taking a short-term debuff or paying for it with gold. Spending Influence can meanwhile give factionwide buffs or followers for your lords.

    Caledor 

Caledor Dragontamer, Master of the Vortex

https://static.tvtropes.org/pmwiki/pub/images/cg2etr2.jpg
"Millennia ago, besieged by a Chaos invasion, a conclave of High Elf mages forged a vast, arcane vortex..."

The creator and maintainer of the Great Vortex. Caledor Dragontamer was one of the greatest archmages of his age and the closest friend to Phoenix King Aenarion during the time of the First Great Chaos Invasion. He and the rest of the archmages sacrificed themselves to banish the Chaos energies from the Old World, and are currently trapped in the magical Great Vortex that keeps the energies at bay on the Isle of the Dead, unable to die, unable to free themselves without undoing the work they wrought.


  • The Archmage: He was the greatest Elven mage of his time, and is possibly still the greatest Elven mage who ever lived.
  • Ascend to a Higher Plane of Existence: At the end of the High Elf campaign, he becomes one with the Great Vortex itself, finally free of his pain and burden.
  • Dragon Rider: He was the very first Dragon Prince, and is the one who battered the alliance with Dragonkind in the first place. There's a reason Caledor still has the most dragons in all of Ulthaun.
  • Earn Your Happy Ending: After spending thousands of years in eternal pain and torment for the good of the world, he's allowed to rest and Ascend to a Higher Plane of Existence in the High Elf ending.
  • Egopolis: His descendants renamed their kingdom Caledor after the war against Chaos, which still stands as one of the mightiest Kingdoms on Ulthaun to this day.
  • Heroic Willpower: The only reason the Vortex hasn't collapsed, is Caledor's will.
  • Sealed Evil in a Duel: Not in the strictest sense, but the Great Vortex is responsible for keeping the Daemons of Chaos at bay, and the game stresses how Caledor has had to constantly work to maintain it for approximately seven thousand years.
  • Single Tear: At the end of each High Elf ritual.
  • Time Abyss: He's at least seven thousand years old.

    Alastar the White Lion 

Alastar, The White Lion

https://static.tvtropes.org/pmwiki/pub/images/a74hmtjypwrnwgesegjm.jpg
"Ready and Eager!"

A Prince of Ulthuan and a White Lion of Chrace. Alastar can always be hired in a High Elf campaign for 60 Influence. Despite having a unique appearance and talent tree, Alastar doesn't appear in any Warhammer lore or promotional material for the game. He was added at the request of a fan who visited CA through the Make a Wish Foundation.


  • An Axe to Grind: Like most White Lions, his weapon of choice is a two-handed axe and he can gain the Killing Blow ability with it by maximizing his yellow tree.
  • Badass Army: Most High Elf lords gradually buff their armies, and can provide a small cut to their upkeep. Alastar slashes the recruitment and upkeep of White Lions by a third right out the gate, allowing the player to make a core army of anti-infantry wrecking balls early in the game.
  • Canon Foreigner: An original character created entirely for the game, with no basis in Warhammer lore.
  • Elites Are More Glamorous: Most High Elf Lords and Princesses are based off the standard Archer and Spearmen models. Alastar is a White Lion.
  • Mauve Shirt: Despite Alastar being unique, he still counts as a standard Lord; unless you grind him up to unlock the Immortality skill, he can be Killed Off for Real.
    • Took a Level in Badass: He became completely Immortal in one of the recent patches, thus averting the above trope.
  • Suspiciously Similar Substitute: He comes across as very similar to Korhil, the captain of the White Lions.

     Amanar 

Amanar, Lord of the Tides

https://static.tvtropes.org/pmwiki/pub/images/ck463kr_2.jpg
"The Great Merwyrm stirs..."

In the murky deeps far below Lothern's Emerald Gate slumbers Amanar, ancient protector of the city. Only in hours of greatest need does the merwyrm rouse and rise to the surface to consume those who would bring about Lothern's ruin. The records kept in the Glittering Tower tell that Amanar has manifested but three times in recorded history. The first was during the Daemon invasion, where he swallowed a whole legion that laid siege to the city. The second came during the Sundering, where his broad back held Lothern high above the tidal waves that swamped Ulthuan. The third, and to date final, appearance of Amanar came during the Great Incursion. With a great sweep of his tail, he scattered much of the Dark Elf army; then, ignoring the pinpricks of their blades, he turned and bore the Black Ark Intolerable Delight beneath the waves, never to sail again.

Amanar is the main objective of the Vampire Coast campaign, with the Zombie Pirates of the Vampire Coast seeking to slay the Great Merwyrm and enslave its undead corpse for their own ends. Driven made by the awakening of the Great Vortex, he is a campaign hazard, occasionally rising from the depths to destroy certain ports.


  • Attack of the 50-Foot Whatever: Amanar is absolutely colossal, quite possibly being one of the single biggest beings in the entire setting. He's depicted on a map in the intro as coiling around an entire sizable island, and when you see him in cutscenes, you can tell that that's a very accurate depiction of him. On the campaign map, he dwarfs Dwarf ironclads. His in-battle model is so big, you can't even properly see all of him during the Battle of the Eternal Tides.
  • Back from the Dead: It's slain at the end of the Vampire Coast campaign... only to be brought back as a massive, horrifying, undead thrall.
  • Big Bad: Of the Vampire Coast DLC, with the main objective of the DLC being to hunt it down and kill it.
  • Creepy Good: Originally. It's a giant, horrifying leviathan, but one of the High Elves' oldest allies and something they considered a Guardian Entity of sorts.
  • Hero Killer: It killed Jacob Wulfhart, one of the greatest monster hunters of his time.
  • Kraken and Leviathan: A massive underwater predator that is responsible for sinking thousands of ships and laying waste to entire fleets.
  • Our Zombies Are Different: Specifically, the end of the Vampire Coast campaign sees it resurrected as an undead sea monster.
  • Sea Monster: Specifically a Merwyrm, a species of primeval nightmares from the Elder Age, distantly related to dragons, that haunt the deepest depths of the ocean as underwater apex predator not even sea dragons would dare attack. The Lord of the Tides is the most ancient, and largest of its kind. Amanar is an unusual example of this trope, as it's normally benevolent (for the setting), as it's considered Lothern's protector and has saved the High Elves from complete defeat on more than one occasion. Unfortunately, it's gone mad due to the instability of the Vortex, and fits this trope much more, attacking any coastal settlement in its reach.

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