Rising Sun Elves - ACCEPTED

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Ayush Tiwari
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Elven Subrace-SUN ELVES

Post by Ayush Tiwari »

The Sun Elves or High Elves(also said as Gold Elves)were the elitist and they considered themself to be the most pride race,and thought themself as the most superior race.
There were many of them,lets start with two:

Basic Race Ability:Sunburn(caused a burning effect and reduced enemy sight to -2)

Sun Elf Archer:
Definition:The Pride Archers,they were elite of their race,and were known for their prying eyes,they could shot far enough,to warn the other races about their pride.Their body,was enough to handle many arrows,but was weak on direct attack
Stats:
HP:60/60
Attack:7
Armour:1
P.Armour:5
Speed:4
Spl. Resist:70%
Bonus:100% bonus against other archer.
40%against other foot units
30% against Dragons


Sun Elf Shielder
Definition:The strong,and prideful warriors,known to fight against invaders,they were the basic swordsman who defended their fellow archers.However,they were sometimes,war-sick,and for the same reason,they are strong,but they have 10% chance to leave the battlefield(vanishing).
Attack:16
HP:60
Armour:4
P.Armour:4
Range:1
Speed:3
Spl. Resistance:50%
Bonus:50%against foot units
-10% against mounted archers
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Rising Sun Elves - ACCEPTED

Post by Sunrise Samurai »

Work in progress, this list is being updated from old stat values to new, with additions and revisions.

These are a more combat oriented variant of elves, working at closer range with greater survival rates in melee.

Rising Sun Monk
Cost 5 at training grounds/dojo/shrine
Hp 80
Armor 1/1
Power 20
Actions 2
Speed 4
Sight 6
Spell resistance 40%
Dodge melee 0%
Dodge ranged 0%
Dodge counter: 60%
Heal rate 12
Spells: heal, double strike (self), cleanse, exorcism (range 3 all) mount kitsune/raiju/dragon
Bonuses: basic foot, +50% to demons/undead/arcane
Effected by druidic techs, plus weapon, armor, and dodge techs.

Armed with ironshod staves, these devout elves are well versed in martial arts as well as holy magic.
Can hold its own in melee or as a healer. Bonuses as a holy unit (like dwarf cleric)
Rising Sun Footman
Cost 3 at training grounds/dojo
Hp 80
Armor 2/2
Power 25
Actions 1 (2 with balanced blades)
Speed 4
Sight 7
Spell resistance 30%
Dodge counter 70%
Bonus against buildings
Spells: lembas, mount kitsune/raiju/dragon

Transform (0 action cost) to Rising Sun Footman (ranged)

Rising Sun Footman (ranged)
Hp 80
Armor 2/2
Power 21
Range 4
Actions 1
Speed 4
Sight 7
Spell resistance 30%
Transform to melee form (0 action cost)
Standard archer bonuses
Spells: lembas, mount kitsune/raiju/dragon

Versatile and dangerous, the footmen of the armies of the rising sun are trained in the use of the sword as well as in the use of a powerful shortbow.
Rising Sun Samurai
Cost 6 at training grounds/dojo
Hp 160
Armor 6/6
Power 50
Actions 1 (2 with balanced blades)
Speed 4
Sight 5
Spell resistance 50%
Dodge counter: immune to counterattacks
Veteraning: +20 current hp, +8 max hp, +5 attack
Bonus against infantry, not buildings. It's most honorable to fight your enemy openly.
Spells: lembas, mount kitsune/raiju/dragon

The elves of the far east are well known for their combat prowess. Their blades are enchanted to take a portion of strength from fallen foes.They fight with honor, obedient even to death.
Bonsai Warrior
Cost 3
Hp 130
Armor 4/8 (plus ent toughness)
Power 24 sword form, 16 spear form (plus nature, plus weapon techs)
Actions 1 (2 with balanced blades)
Speed 3
Sight 5
Spell resistance 30%
Spells: Transform sword/spear (action cost 1) solar charge (0 speed, 33% regeneration for 3 turns. Solar weapon for 5 turns. Cooldown 5, action cost 1)

While they may look alike, Bonsai are not ents any more than dwarves are humans. They do, however, share a measure of the same toughness. Bonsai warriors are skilled with their long blades, able to extend their branch like limbs to use them like spears as necessary.
kitsune
Cost 3 at dojo, temple of nature
Hp 70
Armor 3/3
Power 20 (flame weapon)
Range 2 (still melee)
Actions 1
Speed 4
Sight 8
Spell resistance 100%
Spells: spitfire (cooldown 3)

Gives +70 hp, +3/+3 armor, +20 attack, flame weapon, and spitfire spell to riders. Speed is still 4, so a bit slow for cavalry. +2 Cost to units produced riding kitsune.

Giant fire foxes, kitsune are intelligent and cunning. They happily take on riders in battle, lending their flames to their riders attacks.
Raiju
Cost 4
Hp 40
Armor 0/0
Power 10 (lightning weapon)
Range 2
Power range 1 (30%)
Actions 2
Speed 7
Sight 7
Spell resistance 100%
Dodge counter: immune to counterattacks
Spell power 1 +3 (arcane power)
Spell range 2 +3
Spells: lightning bolt
Gives 7 speed, +40 hp, lightning weapon, +10 attack, lightning bolt spell to rider. Caster riders get +1 ability power, non caster riders use raiju ability power. Rider gains spell lightning charge (+2 speed, power range 1/30%, cooldown 5, duration 1)

Raiju are mischievous, playful creatures easily capable of infuriating anyone with little patience. A favorite game is to lightly shock the unwary and then vanish as quickly as lightning. Targets with strong reactions may be singled out for further pranks. Strangely, they are often kept as pets and playmates for children, over whom they grow very protective. When trained for war their speed and lightning powers are utilized to deadly effect.
Elven Shinobi
Cost 6 at dojo
Hp 80
Armor 3/3
Power 50
Range 2 (melee attack still)
Actions 1
Speed 4
Sight 6
Spell resistance 100%
Dodge melee 10%
Dodge ranged 10%
Dodge counter: immune to counterattacks
Stealth
Spell range 3
Spells: lembas, disable, (as mummy curse, no tech needed) sabotage, (disable production and actions of target building for 3 turns. Cooldown 3) observation, (gets "can see stealth" -2 Sight,-2 speed) can peek into tcs and can steal techs

More feared than samurai and dragons, these stealthy warriors can sabotage their enemy's plans with ease as their cursed shurikens immobilize their foes for others to finish off. They are also capable of sabotage, stopping production for a time and rendering buildings vulnerable.
Rising Sun Crossbowman
Cost 6 at archery/dojo
Hp 90
Armor 6/6
Power 20
Range 4
Actions 5
Speed 4
Sight 6
Spell resistance 50%
Spells: lembas, mount kitsune/raiju/dragon

The rising sun elves have learned to make a crossbow capable of shooting many bolts much faster than even the fastest archer, crafted with the same loving care any other elves would make their bows with.
Atakebune
Cost 12 (worker only)
Is factory
Hp 70
Armor 3/6
Power 30
Range 1
Actions 2
Capacity 4
Speed 5
Sight 6
Spell resistance 100%
Spells: flamethrower (magic missile plus fire effect. Range 4)
Bonus vs ships

These large ships are capable of blasting enemy fleets with gouts of flame, all the while housing and transporting troops.
Can train troops. Idea taken from age of empires 3 for that. Flamethrower is more a Chinese thing, but we're mixing cultures anyway for this.
Hwacha
Cost 7
Hp 50
Power 10 (solar weapon) (flame weapon)
Power range 1
Range 3-10
Miss x speed 50%
Actions 4
Sight 8
Speed 2
Spell resistance 50%

These carts are designed to launch thousands of flaming missiles very quickly, each one imbued with a small amount of the sun's power. Individually these missiles are weak, but together they spread fires very quickly.
war wagon
Cost 6
Hp 100
Armor 8/8
Power 0
Speed 5
Sight 5
Capacity 3 (units can shoot from inside)
Spell resistance 100%

These armored wagons are designed to operate as mobile bunkers, allowing the Empire of the Rising Sun to quickly move troops into position and protect them as they fight.
Hanami
Cost 6 at tc/training grounds
Upgrades training grounds to dojo, outpost to Sakura Outpost

Dojo
(Changes from training ground)
Hp 40
Armor 2/6
Power 8
Range 4
Benefits from archery upgrades
Bushido Aura: radius 4, Rising Sun units have +1 speed, +1 power

Can build all Rising Sun units)

Sakura Outpost
(Changes from outpost)
Hp 80
Armor 2/8
Bushido Aura in addition to sight aura
Samurai Ent
Cost 12 at dojo/ent trainer
Hp 630
Armor 12/24 (increased with armor upgrades as well as ent upgrades)
Power 70 (increased with both nature and weapon upgrades)
Actions 1 (2 with balanced blades)
Power range 1 (50%)
Speed 3
Sight 6
Spell resistance 100%
Veteraning: +20 current hp, +8 max hp, +5 power
Capacity 0 (increased with treetop archery)
Spells: consume plant (as ent warriors, once it's added)

Ents are somewhat rarer in the Land of the Rising Sun, but those individuals that exist are touched by some power in that land. They are much more active and agile than their kin, able to move with speed akin to a human. When asked about this, they simply say that they are closer to the sun and the light gives them strength. Whatever the reason, many of them choose to learn the way of the warrior, sheltering their allies beneath their flowering branches as they fight clad in armor and wielding towering enchanted blades. Revered as sacred, these blossoming warriors are sent to battle only for the most trusted allies of the Rising Sun Elves.
The pinnacle of warriors. Image needs an ent in samurai armor and two swords and the pink blossoms of a Sakura.
Miko
Cost 8 at temple of nature/shrine
Hp 50
Armor 0/0
Power 21
Range 5
Actions 1
Speed 4
Sight 8
Spell resistance 100%
Ability power 2
Ability range 3
Uses druidic techs
Bonuses: composite archer
Spells: lembas, mount kitsune/raiju/dragon, solar weapon, (cast on ally, cooldown 4, duration 3. Gives solar burn on attack, which is burning as a magical effect (so must be magically removed) and has bonus damage against undead, but reduced damage to plants.) Revitalizing light (aoe 1, cooldown 4, gives 5x ability power current hp, 2x ability power max hp to plants, an extra 2.5x and 1x to Rising Sun units) Sustaining light (aoe 5 aura on self, duration 3, cooldown 3, action cost 1. Heals 4x ability power hp per turn to Rising Sun units and plants, and delayed vanishing to plant summons.)

These shrine maidens are blessed with the life sustaining power of the sun. Trained with a bow, their real power is in giving strength to all who rely on the sun for life.
Onmyodo
Cost 3
Hp 40
Armor 0/0
Power 9
Range 1
Actions 1
Speed 4
Sight 5
Spell resistance 100%
Ability power na
Ability range 3 +3 (arcane range)
Spells: divination (Cost 1 corpse, gets "see invisible", +1 sight for 1 turn.), summon water focus (cooldown 2), summon wisp (requires wisp summoning research, cost 1 corpse, cooldown 5), hell of pain by sacrifice

Outlawed on numerous occasions, the art of the onmyodo is an unpopular one. While they can use water to focus light into a weapon or scrying tool, many of their talents involve sacrifice. Despite their unpopularity, it is not unusual for superstitious ones to bring animals for sacrifice so they may know their future, often related to love or financial fortune.

Water focus
Vanishing 4
Hp 28
Armor 0/0
Power 8
Range 1
Actions 1
Speed 3 (land and water)
Sight 8
Ability power 3 +3 (arcane power)
Ability range 3 +3
Spells: magnify (single target, 7x sp damage, inflicts solar burn)

Tools of the onmyodo, these orbs of water are capable of showing distant events as well as focusing sunlight into a deadly weapon.
Bushido Spirit
Cost 8 at dojo
All Rising Sun units get +5 hp, +1 power, +1/1 armor
Last edited by Sunrise Samurai on Sun Jul 24, 2022 8:37 pm, edited 40 times in total.
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Re: Rising Sun Elves

Post by Sunrise Samurai »

More will be added in edits later
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Re: Rising Sun Elves

Post by makazuwr32 »

Are they affected by elven craftsman's techs or not (basic ones, not fencing mastery and others)? if not than crossbow is weak.
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Re: Rising Sun Elves

Post by Alexander82 »

They will, mostly
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Re: Rising Sun Elves

Post by makazuwr32 »

Than it is fine.
Same will be for New Moon Elves, right?

Also i don't like bonuses against all generic flying units. Why lance (for sky dancer) and spear (of troll headhunters) must be effective against for example helicopter of metal or war zeppelin? Or other flying mechanical units?
makazuwr32 wrote: Mon Sep 16, 2019 7:54 amWhen you ask to change something argument why...
Put some numbers, compare to what other races have and so on...
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Re: Rising Sun Elves

Post by Sunrise Samurai »

Yes, the crossbow is helped by ranged upgrades. The other 3 are buffed by melee upgrades (because I don't think it's fair to have a 7 range unit with curse weapon if Shinobi were given extra range.)
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Re: Rising Sun Elves

Post by Alexander82 »

makazuwr32 wrote: Wed Aug 29, 2018 4:04 pm Than it is fine.
Same will be for New Moon Elves, right?

Also i don't like bonuses against all generic flying units. Why lance (for sky dancer) and spear (of troll headhunters) must be effective against for example helicopter of metal or war zeppelin? Or other flying mechanical units?
We can add 2 categories of flying but a spear is pretty effective against a air filled baloon
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Re: Rising Sun Elves

Post by makazuwr32 »

Balloon of humans maybe. But zeppelin is made from metal.
makazuwr32 wrote: Mon Sep 16, 2019 7:54 amWhen you ask to change something argument why...
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Re: Rising Sun Elves

Post by Sunrise Samurai »

This particular one is trained to fight flying enemies. It's not exactly a spear, as a naginata has a blade at the end and not just a tip. This unit will target wings, ropes, fittings, and any weak points from up close, so I think it's pretty reasonable. Besides, zeppelins operate on buoyancy, so they can't be entirely metal or they would be too heavy.
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Re: Rising Sun Elves

Post by makazuwr32 »

They can be.
I saw few soviet helium zeppelins fully from metal. Not steel which is hard but from alumilium (like one that is using for airplanes now).

And eves if it is not fully from metal it has covered its weakest spots with metal.
makazuwr32 wrote: Mon Sep 16, 2019 7:54 amWhen you ask to change something argument why...
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Re: Rising Sun Elves

Post by Sunrise Samurai »

I think an enchanted carbon steel blade with the force of a dragon behind it can still poke a hole and let the helium out, even if there's an aluminum shell around the zeppelin's balloon.
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Re: Rising Sun Elves

Post by makazuwr32 »

Who said that dwarven zeppelin has no protective enchantments against weapons?
It can have them and this lowers all force of this sword to regular hit of stick to tank's armor.

If your sword is enchanted than why armor of zeppelin can't?
makazuwr32 wrote: Mon Sep 16, 2019 7:54 amWhen you ask to change something argument why...
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Re: Rising Sun Elves

Post by Sunrise Samurai »

It probably is, but how much material are you trying to enchant on either side? For the cost to enchant the entire armor coating to the same strength as one blade, you'd make the zeppelin much more expensive. And this isn't counting base material strength difference. Also, an aluminum shell would require us to remove burning from zeppelins if there were no weak spots. That means a rather large adjustment is needed on zeppelins.
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Re: Rising Sun Elves

Post by makazuwr32 »

Yes they must not be burnable.
Also this is why war zeppelins are built in mega building of dwarves. Instead they will be weak to crushing damage, acid (it eats away metal extremly easy), liquid fire (more potent variant of burning that affects even living units), any gun damage.
makazuwr32 wrote: Mon Sep 16, 2019 7:54 amWhen you ask to change something argument why...
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Re: Rising Sun Elves

Post by Alexander82 »

Please don't mix things.

It is true that dwarves have enchantments in the form of runes but the technological units are just technological.
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Re: Rising Sun Elves

Post by Sunrise Samurai »

Added a couple tier 1 units. One melee friendly healer with crushing damage and exorcism (not undead friendly) and one swordsman/archer. Any comments on either?
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Re: Rising Sun Elves

Post by LordOfAles »

At this rate every race will get exorcism. And Typhoon gonna be mad.
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Re: Rising Sun Elves

Post by Sunrise Samurai »

This one's on a 4 cost unit, not a 2 cost lol. Harder to spam, and keeps the cooldown. I do agree that it's a bit much on healer because they're so cheap.

Also why I'm suggesting that burning not wreck undead basic units. Seriously, one instance is equal to 20 damage given time so it's much more of a threat than exorcism in my opinion.
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Re: Rising Sun Elves

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LordOfAles wrote: Fri Aug 31, 2018 1:25 pm At this rate every race will get exorcism. And Typhoon gonna be mad.
do other races have exorcism asid of humans?
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Re: Rising Sun Elves

Post by LordOfAles »

No but there been unit ideas with exorcism.
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Re: Rising Sun Elves

Post by makazuwr32 »

Scaledfolk has analog spell on their priestess - "Rest"
(But she costs 6 turns and is trainable at temple - mega 2x3 building)
makazuwr32 wrote: Mon Sep 16, 2019 7:54 amWhen you ask to change something argument why...
Put some numbers, compare to what other races have and so on...
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Re: Rising Sun Elves

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Why giving scalefolk thise kind of spells?
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Re: Rising Sun Elves

Post by Midonik »

(ask @General Brave )
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Re: Rising Sun Elves

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Ask General. He made them all.
Without any consultations with anybody.
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Re: Rising Sun Elves

Post by Savra »

So, Sun elves are samurai? Also Idk about giving Sun elves cursed weapons, best leave that to moon elves since they deal more closely with darkness. Besides moon elves also are supposed.to be assassins and stealth based so sabotage should go to them alone. These ones can stick to their close quarters streangths.
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Re: Rising Sun Elves

Post by godOfKings »

this is not sun elves, it can b called elves of the rising sun or elves of the east to differentiate between sun elves. they r like japanese and chinese cultures put into elves....
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Re: Rising Sun Elves

Post by Lynx Shafir »

Also will be different from hight elves....?
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Re: Rising Sun Elves

Post by Alexander82 »

godOfKings wrote: Sat Sep 01, 2018 11:12 am this is not sun elves, it can b called elves of the rising sun or elves of the east to differentiate between sun elves. they r like japanese and chinese cultures put into elves....
They are an evolution of the sun elves concept suggested by @Sunrise Samurai that was already used in the elder scroll setting. It can be a good way to differentiate them from humans (just to avoid make them simply sun elves swordsman or sun elves spearman).

I think that can also fit the different approach from wood elves and they won't necessarily be samurai only but we can mix the flavor with the one of high elves

We also called the moon elves "new moon" elves to recall more the shadow of a night without light and make them a good counter part for the rising sun

We might also decide to call the wood elves in a different way to fit better that denomination (maybe something earth)
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Re: Rising Sun Elves

Post by Savra »

Well if your going down that path then just name the wood elves, wood elves or Gaia elves or something like that. I personally was this group more so like a frost elves that live in mountain monestarys and are pretty much like this group as a bunch of monks, to keep high elves as elven classes. I've never heard of samurai elves most likely due to the fact that both pretty much right the same, quick strikes and long range, if you'd going to base them off of some Japanese culture then get some facts that match elves and don't extend to something else that isn't there. (no crossbows, to slow at reloading and Samurais never used them, doesn't match elven theme try long bows.)
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