Faith, Steel, and the Crown.
The kingdom of Valoria stands as a bastion of order in a world of chaos. Led by knights, paladins, and battle priests, the Valorian Host marches under the Eternal Flame — a holy order dedicated to protecting the realm. With trebuchets, war wagons, and griffin riders at their command, they bring overwhelming force tempered by unwavering faith.
While every warband recognizes the overarching sigil of The Valorian Host, regional kingdoms, ancient holds, and frontier marches march under their own heraldic colors and ancestral standards. In multiplayer matches, each player color represents a distinct historical sub-faction with unique lore and doctrine.
Primary racial banner displayed across battlefield command centers and fortress ramparts.
The Kingdom of Val-Rhea is the historic cradle of human civilization in the realm of Sol-Khemia. Built upon the white granite bluffs overlooking the western ocean, its tiered ivory towers and gilded ramparts have withstood three separate demonic convergences. The High Crown traces its royal lineage back to High King Joshua the Founder, whose miraculous blade first cleaved the veil during the Shattering. In warfare, Val-Rhea exemplifies chivalric orthodoxy. Its armies march beneath soaring blue standards adorned with the crowned griffin, accompanied by radiant Battle Priests of the Sun and the most disciplined heavy cavalry cohorts in the known world. Where others resort to subterfuge or chaotic alchemy, the High Crown answers with unyielding formations of shining steel plate and righteous hymns.
Stationed along the volcanic borderlands of the Cinder Marches, the Order of the Scarlet Griffin was forged during the century-long Goblin wars. When royal reinforcements failed to arrive at the siege of Redmont, the garrison knights dyed their surcoats in the ash and blood of their fallen brethren, swearing an unbreakable vow to never yield a foot of human soil to savagery. The Knights of the Scarlet Griffin are famed for their aggressive shock tactics. While other orders favor defensive shield walls, the Scarlet Griffin trains exclusively in devastating lance charges that punch straight through enemy battle lines. Their chaplains brand sacred sun runes into their steeds' bards, urging men and beasts forward with fiery fervor.
The Merchant League of Kellsport governs the greatest deep-water trade harbor in Aethermere. Where feudal lords levy tenant levies, the Merchant High Council finances standing mercenary armies with the wealth of worldwide commerce. Their merchant galleons dominate oceanic shipping lanes, ferrying spices, lumber, and rare ores between the continents. In field engagements, the League deploys massed regiments of repeating steel crossbowmen equipped with master-crafted cranesquin mechanisms. Backed by wealthy paymasters who pay instant gold bounties for enemy officers, Kellsport's armies combine maritime adaptability with overwhelming mercenary firepower.
Veyenne is an aristocratic realm of manicured vineyards, marble colonnades, and court intrigue. The Arch-Duchy maintains that brute military might is hollow without cultural refinement and philosophical discipline. Its grand palaces sit beside crystalline reflecting pools where battle tacticians study historical campaigns like games of chess. Veyenne armies field the fabled Royal Chevaliers, who fight clad in purple silk surcoats embroidered with silver filigree over articulated fluted armor. Supported by court abjurators who bend magical trajectories away from their ranks, the Arch-Duchy wins victories through pristine positioning and peerless tactical elegance.
The Solar Templars are an ascetic holy order dedicated entirely to the worship of the eternal celestial dawn. Headquartered in the colossal cliffside Cathedral of Sol-Aureus, the Templars spend years training in solemn meditation, divine spellcraft, and swordplay. Their monastic cloisters glow with an ambient warmth that repels undead corruption and pestilence. On the field, the Templars radiate blinding solar authority. Their Priests channel radiant light that closes grievous wounds in heartbeats, while their zealots advance beneath shimmering auroras that dazzle archers and incinerate lesser fiends on contact. To face Sol-Aureus is to face the wrath of the morning sun.
Guarding the perilous mountain passes connecting humanity's fertile heartlands with the wild southern wastes, the Sun-Spears know neither comfort nor respite. Generation after generation of frontier soldiers have spent their lives drilling spear formations against beast tides, goblin raids, and saurian incursions. The Sun-Spear doctrine centers upon the interlocking pavise shield and eighteen-foot ashwood pike. When deployed in close order, their bristling spear-hedges form an impassable barrier that turns cavalry charges into slaughter and grinds monstrous war-beasts to bone.
The West-Reach is the breadbasket of the continent. Governed by rural landed barons who live close to the soil and seasonal floods, the realm produces both bountiful harvests and the hardiest yeomen yeomanry in the human kingdoms. Every child in the West-Reach draws a yew longbow from the age of seven. When mobilized for war, the Verdant Barons assemble vast archer regiments capable of blotting out the sky with whistling bodkin arrows. Protected by earthwork redoubts and wooden stakes, their defensive arrow storms soften enemy advances long before hand-to-hand combat begins.
Dwelling in the rugged foothill country alongside their dwarven allies, the folk of Bor-Korr are master quarrymen, stonecutters, and sappers. Their settlements are less like towns and more like monolithic fortresses carved directly into exposed granite cliffsides. Bor-Korr commanders view battlefield warfare as a mathematical problem of structural mechanics. Their engineers construct devastating counterweight trebuchets on-site in hours, reducing enemy towers to rubble while their heavily armored pavisiers hold fortified choke points with relentless stubbornness.
Perched atop the snow-dusted needles of Mount Asteria, the Knights of the Argent Star follow a strict code of chivalric purity. No knight may carry an ornament of gold or brass; their armor is burnished to blinding silver mirror sheen, reflecting the clear alpine skies. They serve as arbiters of sacred oaths and protectors of royal heirs. In battle, the Argent Star stands like a wall of living diamond. Morale among their ranks never wavers, even when encircled by tenfold odds. Their presence on the field inspires neighboring levies, lifting panic and restoring discipline through the sheer majesty of their example.
The Blackwatch mans the forbidding hundred-league ditch and rampart that seals humanity from the necrotic horrors of the Desolation. Condemned outlaws, disgraced nobles, and grim veterans take the Black Vow together, shaving their heads and clad in blackened steel that never receives oil or polish. The Blackwatch knows no quarter and asks for none. Armed with brutal heavy halberds and bearded billhooks, they specialize in brutal trench warfare, cutting down creeping abominations in the mud. They are the terrifying shield that allows the kingdoms behind them to sleep in peace.
Heroes level up in battle, choosing one of two abilities at levels 3, 6 and 9.
Pike-Wall Marshal
Slam the pavise: a 90 degree wall of phantom gold spears rises 4 tiles ahead for 5s. Enemies that charge or dash into it take 60 damage and are stunned 1.5s (0.75s on heroes). Cost 50 Rage. Cooldown 40s.
Caelum's Gate, a sun-headed pike whose gold spiked boss marks the Grand March. It is planted at Fortress Caelum's gate whenever she is home, and no beast tide has passed it.
Heroes are the heart of your warband. They grow stronger every battle, learn signature abilities, equip legendary loot, and can even be taken under your direct command.
Outfit heroes across 8 equipment slots with gear from your faction blacksmith and the neutral Troll-Vault — plus tomes for permanent stat boosts.
22 units across ground, air, sea, and trade. Master every warrior to dominate the battlefield.























Elite units unlocked through the single-player campaign — not available in skirmish.




Regicide only. Your monarch stands in your base from the first second of the match, cannot be trained, replaced or rebuilt, and carries no weapon. Kill the enemy King and the match is over — lose yours and so are you.

Key structures for the Humans faction. Build your economy, train your army, and fortify your defenses.































Equip your heroes with gear forged at the Human blacksmith and consecrated at its altar. Faction-exclusive pieces are found nowhere else, while the shared arsenal is stocked at other factions' shops too.
+4 armor, +5 attack damage, +0.5 HP regeneration per second.
+1 armor. Nearby allies gain +2 attack damage.
+5 attack damage, +5% critical strike chance. Melee heroes only.
+2 armor, +2 attack damage.
+2 armor, +2 attack damage.
+0.4 movement speed, +0.4 HP regeneration per second.
+2 armor, +10% crit, 5% lifesteal, +1 mana regeneration.
+5 armor, reflects 3 melee damage, +1 HP regeneration per second.
+6 armor, +2 HP regeneration per second, 5% lifesteal.
+6 attack damage, +10% critical strike chance. Melee heroes only.
+5 attack damage, +15% attack speed. Ranged heroes only.
+25 spell power, +1 mana regeneration per second. Caster heroes only.
+5 armor, +1 HP regeneration per second.
+4 attack damage, +2 armor.
+10% critical strike chance, 5% lifesteal.
+3 armor. Reflects 2 damage to melee attackers.
Sound the horn: nearby allies gain +3 damage for 10 seconds. 30s cooldown.
Nearby allies regenerate +0.75 HP per second.
+0.25 mana regen. Nearby allied casters gain +0.5 mana regeneration per second.
+15 spell power, +0.5 mana regeneration per second.
+3 armor, +0.5 HP regeneration per second.
+15% attack speed. Ranged heroes only.
+1 armor. Nearby allies reflect 2 damage to melee attackers.
+2 armor, +0.3 movement speed.
+1 HP regeneration per second, +1 armor.
+0.75 mana regeneration per second.
+0.7 movement speed, +0.5 HP regeneration per second.
+2 armor. Reflects 1 damage to melee attackers.
+0.8 movement speed.
Permanently increases the hero's attack damage by 2.
Permanently increases the hero's armor by 1 and attack speed by 5%.
Permanently increases the hero's maximum mana by 15 and mana regeneration.
+0.35 movement speed, +1 armor.
Permanently adds 3 backpack slots, up to 30.
+3 attack damage. Melee heroes only.
+3 attack damage. Ranged heroes only.
+10 spell power. Caster heroes only.
+1 armor, +0.5 HP regeneration per second.
+2 attack damage.
+2 armor.
+0.55 movement speed.
+0.4 movement speed.
+0.25 mana regeneration per second.
+1 armor.
+0.5 HP regeneration per second.
+1 armor.
The Humans race their own cars in Wheels of Stone and build their own cities in Cities of Stone. Every prop here also stands in the Forge for your own maps.
A long royal bonnet and a cab at the back. Steady, heavy, hard to shift.
Royal Charge: A short charge. Cars you hit are knocked spinning.
All wheels and nerve. Darts through the bends, bounces off everyone.
Sling: Throws a boulder far up the road. It bursts where it lands.