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Neutrals Week

Earth Elemental
More commonly called stone crushers by most inhabitants of Ashan, Earth Elementals usually emerge from mineral deposits near dragon-veins(?), and the strongest among them are born during earthquakes and landslides. Although these spirits are always at least partially composed of stone, the type of rock depends on the location. Therefore, one can find Earth Elementals made of precious ores, such as gold and silver, or simpler materials like granite, quartz, or even dust, mud, and wood.
Tier: elite.
More commonly called a crush by the general populations of Ashan, an Earth Elementals generally rises up from the mineral deposits close to dragon-veins, and the strongest ones are born in times of earthquakes and landslides. Though these spirits are always at least partially composed of rock, the type of rock itself and thus the aspect of the Elemental varies by location. One can therefore find Earth Elementals of precious ores such as gold and silver, or of more mundane materials such as granite and quartz or even dust, mud or wood.
Tier: Elite

Air Elemental
Strong winds blowing over dragon-veins in deep chasms, the peaks of high mountains, or vast plains can collect and carry powerful motes of elemental energy. These condense and create Air Elementals. Their sudden appearances are also linked to the most violent storms, hurricanes, tornadoes, and other phenomena that lash the surface of Ashan. Rare types of Air Elementals can also be born from the last breath of high-ranking priests of Ylath, the Dragon of air. These spirits are extraordinarily powerful and are usually regarded as lords among their kind.
Tier: elite.
Fierce winds that follow the dragon-veins along deep chasms, the cliffs of high mountains, or wide-open plains can collect and carry powerful motes of elemental energy. These have been observed to condense and generate Air Elementals. Spontaneous appearances are also associated with the the most violent storms, hurricanes, and tornadoes that lash the surface of Ashan. A rare variety of Air Elementals can also be born from the dying breath of high-ranking priests of Ylath, the Dragon-God of Air. These spirits are unusually potent, and generally viewed as lords among their kind.
Tier: Elite

Fire Elemental
When the wrath of Arkath, the Dragon of Fire, is great enough to shatter the barrier between the elemental plane of fire and the world of Ashan, this rage can create a wave of elemental magic that generates swift and malicious Fire Elementals. The intensity and cause of the fire determine the character and power of the Elementals. Most were born from spontaneous forest fires, others from unusual lava flows or volcanic eruptions. Fire elementals appearing deep within the bowels of Ashan, near the gates leading to Sheogh, are unstable, and sometimes contaminated by the influence of Urgash, the Dragon of Chaos. Fire Elementals can also rise from hearths dedicated to Arkath, or a sacred brazier lit by the prayer of a Dwarven Rune priest. Dwarven smiths often summon fire elementals to assist them in forging their legendary weapons and armor.
Tier: elite.
When the anger of Arkath, the Dragon-God of Fire, grows great enough that it breaks the barrier between the Elemental Plane of Fire and the world of Ashan, this rage can create a wave of elemental magic that generates rash and ill-tempered Fire Elementals. The intensity and cause of the fire determine to an extent the personality and power of the Elemental. Most are born from spontaneous forest fires, others from unusual flows of lava, or volcanic eruptions. Fire Elementals born deep in the bowels of Ashan, near the gates leading to Sheogh, are unstable and occasionally contaminated by the influence of Urgash, the Dragon of Chaos. A Fire Elemental can also rise up from the hearth of a household devoted to Arkath, or a sacred brazier lit by the prayers of a Dwarven Rune Priest. Dwarven smiths often summon Fire Elementals to help them in the forging of their legendary weapons and armour.
Tier: Elite

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Mermaid
In 512 YSD, the wizards of the Seven Cities created beastmen as guards, servants, and "playthings". Half-human and half-dolphin, mermaids were originally used for guarding, scouting, and assisting ships off the coasts of the mages. Unfortunately, due to the desolation of most of the lands of the Silver Cities, many mermaids saw very little water, and gradually their duties became little more than those of unusual pets caring for their masters. In the end, although mermaids did not take an active part in the orc rebellion, they were happy to disappear at this opportune moment. Since then, they have lived more or less freely in the seas, having few natural enemies and even fewer worries. However, in one thing they are relentless: in their hatred of mages and distrust of all land dwellers. Only nagas, as well as the wisest and most respected captains, can hope to receive reluctant respect from these fickle and dangerous creatures.
Tier: elite.
In the year 512 YSD, the Wizards of the Seven Cities created the Beastmen as guards, servants, and "playthings". Half-humans and half-dolphins, the Mermaids were originally used to guard, scout, and sail the Wizards' coasts. Unfortunately, the lands of the Silver Cities being mainly deserts meant that most Mermaids saw very little water, gradually devolving into little more than striking pets for preening masters. As a result, though the Mermaids did not take an active role in the Orc Revolts, they were more than happy to disappear in its aftermath. Since then they have lived more or less freely in the seas, having few natural predators and even fewer cares. In one thing they are implacable, however: their hatred of the Wizards and distrust of all land dwellers. Only the Naga and the wisest and most respectful of sea captains may hope to gain the grudging respect of these flighty and dangerous creatures.
Tier: Elite

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Phoenix
The Phoenix is a primordial spirit linked to the "life" aspect of Asha, and therefore closely tied to the full moon. It embodies the primal life force, immortality, and eternal rebirth. If a phoenix dies in the material world, its spirit does not return immediately to its "moon nest," but materializes again as a renewed phoenix, moving within the core of a falling star. During this process of "rebirth," part of its power is instantly converted into pure light. For this reason, although it is an amazing sight, it is best observed from a great distance.
Tier: champion.
The Phoenix is a primordial spirit related to the ”Life” aspect of Asha, and as such, intimately related to the full moon. It embodies the primal lifeforce, immortal, ever-reborn. If a Phoenix dies in the material world, its spirit does not depart immediately back to its ”moon-nest”, but rather materialises again as a rejuvenated Phoenix, who moves with the zest and velocity of a shooting star. During this "rebirth" process, a part of its original power is instantly subsumed into the pure light. It is for this reason that, although this miracle is quite an amazing sight, it is something best viewed from a distance.
Tier: Champion

Darkness Elemental
Most Darkness Elementals develop in the depths of Ashan, in caves and tunnels and dark corners where the influence of Malassa, the Dragon of Darkness, is great. Caves, hollows, pits — these are potential birthplaces. Inactive from sunrise to sunset, they strengthen and grow with the onset of darkness. Sometimes they rise to the surface, but always avoid direct sunlight; however, the most powerful can be found even in light during a foggy day. Spirits of riddle and mystery, they have no permanent shell. They often appear as moving shadows or areas where light flickers unusually and is weak.
Tier: elite.
Most of the Darkness Elementals develop in the depths of Ashan, in caves and tunnels and places of darkness where the influence of Malassa, the Dragon-Goddess of Darkness, is great. Caverns, crevices, and pits are all potential birthplaces. Dormant from sunrise to dusk, they strengthen and grow at nightfall. They sometimes rise to the surface, but will never appear in direct sunlight, yet the more powerful ones can manifest themselves even in the light of a hazy day. Spirits of obfuscation and mystery, their exact form is elusive. They often appear as moving shadows or areas within which light appears unusually wavery and feeble.
Tier: Elite

Timber Wolf
Inhabiting predominantly the forests of Ashan, these noble predators use their speed and cunning tactics for hunting. Unlike bloodthirsty dire wolves, timber wolves usually keep away from people but are known to attack lone travelers, especially in harsh winters when other prey is scarce. Wolves howl at the moon, and thus are often considered servants of Asha in folklore and legends.
Tier: core.
Inhabitating most of the forests of Ashan, these noble predators use their speed and pack tactics to hunt. Contrary to the bloodthirsty Dire Wolves, Timber Wolves usually stay away from people, but have been known to attack lonely travelers, especially during harsh winters when game becomes rare. Wolves howl at the moon, and are thus often believed to be servants of Asha in folklore and legends.
Tier: Core

Dire Wolves
In the Holy Empire, dire wolves are among the most dangerous predators in nature. The ruthless warriors of the Wolf Duchy chose this bloodthirsty beast for their coat of arms. Furthermore, they have learned to train them into efficient, if somewhat unreliable, companions for hunting and, of course, war.
Tier: elite.
In the Holy Empire, Dire Wolves are among the most feared predators of the wild. The ruthless warriors of the Wolf Duchy have chosen this bloodthirsty beast as their blazon animal, and they have learned to train them into efficient, if somewhat unreliable companions for their hunting parties, and of course, for war.
Tier: Elite

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