Verdant Covenant

Verdant Covenant

"The roots remember. The forest endures. We are eternal."

Faction Overview

Ideology Surgical precision and nature's vengeance
Capital Roothold, the Living Citadel (partially burned by Church)
Population ~12,000 elves (dwindling, forests dying)
Doctrine The wounded do not escape. The forest remembers every wound.
Playstyle Bleed damage-over-time, mobility, hit-and-run, surgical strikes, regeneration
Complete Deck View Full Elven Deck (v2.0 Equipment System)

Species Origins

Elves are Homo Sylvanus - a divergent human evolution shaped by prolonged ley line exposure over 50,000+ years. Their physiology reflects millennia of symbiotic adaptation to forest environments and magical energies.

Before the Sundering, elves lived in profound isolation. Their enclaves existed in remote forests and mountain groves - places like Roothold and The Grove of First Light - hidden from human civilization. To surface humans, they were legends, folklore, or "lost tribes" at best. The few humans who stumbled upon elven settlements were either welcomed (rarely) or turned away with memory-wiping glamours (more commonly).

Elves viewed humans as "young, loud, and careless" - a species that burned through resources and lives without thought for consequences. The Veil Accords kept the peace: elves remained hidden, and humanity remained ignorant. This separation worked for thousands of years.

Post-Sundering Tragedy: When the Cataclysm struck, elven fertility dropped catastrophically. Void energy disrupted their symbiotic biology, severing the connection between their cells and the natural ley line flows. Elven women can no longer conceive. The species is dying out, generation by generation.

The Verdant Covenant formed from desperation - a final alliance of surviving elven enclaves trying to heal the wounded world before their species goes extinct. Every battle is fought knowing their people have perhaps 200 years left. They are the gardeners tending a dying forest, pruning away disease with surgical precision, hoping to restore balance before the final leaf falls.

This is why elves fight with such calculated ruthlessness. They have no future. They can only preserve what remains and ensure that when they are gone, something beautiful survives them.

Lore & Identity

Once guardians of ancient groves, the Elven Verdant Covenant watches their forests rot 437 years after the Sundering. Year 223 marked the Betrayal at Roothold...the Church burned 40% of their territory in a single night. The elves persist through stubbornness and rage, wielding nature's dying fury against those who would finish what the apocalypse started.

Elven Caskets are grown, not built. Living wood, thorns, and vines intertwine with metal frameworks. Pilots merge with their machines through organic integration...roots pierce flesh, bark encases bone. They are assassins wrapped in nature's wrath, striking from shadows and vanishing before retaliation.

"We did not ask for this curse. We tend the dying, honor the fallen, and bleed those who trespass. Each cut is deliberate. Each poison, perfected." -Archdruid Sylara Thornwhisper

The Mourned Necessity: Root-Grafted Pilots

The Elven Verdant Covenant approaches Casket piloting with profound reluctance. Unlike the Church (who embrace suffering as penance) or Dwarves (who celebrate engineering efficiency), Elves view neural thread integration as necessary desecration...a violation of natural symbiosis forced upon them by a broken world.

Root-Grafting: Living Wood Prosthetics

Elven pilots undergo "Root-Grafting"...the surgical removal of legs, replaced with living vine prosthetics. This procedure reflects Elven philosophy: if flesh must be sacrificed, replace it with growing material, not dead metal.

The Living Difference: Unlike Church wheelchairs or Dwarven lifts, Elven root-legs are alive. They photosynthesize in sunlight, require watering, and can be "pruned" for health. Pilots describe feeling "rooted" when standing...a sense of connection to the ground beneath them.

The Neural Thread Dilemma

Elves philosophically oppose drilling metal threads through living flesh. Their solution: Living Thread Variants...bio-engineered vines grafted directly to pilots' nerves.

Feature Standard Metal Threads Elven Living Threads
Material Bio-conductive synthetic fiber Living vine threads (bio-engineered from Mother Tree)
Installation Drilled through fingertips into bone (invasive, painful) Grafted to nerve endings, grow into fingers over 4 weeks (gradual, less traumatic)
Appearance Silver-white wire emerging from fingertips Green vine tendrils with leaves, photosynthetic glow in sunlight
Signal Conductivity 1× (standard) 0.9× (slightly slower, but living tissue adapts over time)
Thread Snap Resistance Snap on 5-6 (d6 roll) Snap on 5-6, but can regenerate if planted in soil (24 hours)
Maintenance Sterile cleaning, mechanical replacement Sunlight exposure, watering, pruning dead leaves

The Grafting Ceremony

Unlike other factions' clinical surgeries, Elven Root-Grafting is a sacred ritual:

  1. The Vigil (Day 1): Pilot fasts for 24 hours in a sacred grove, meditating on sacrifice and necessity. Archdruid blesses the Mother Tree and harvests pilot-matched vines.
  2. The Severance (Day 2, Dawn): Legs are amputated with herbal anesthesia (conscious but pain-dulled). Severed legs are buried beneath Mother Tree as offering. Pilot watches ceremony, bearing witness to their loss.
  3. The Grafting (Day 2, Noon): Living vines are sutured to femoral stumps. Roots are guided into bone marrow using Elven growth-song (ritualized chant that accelerates cell division). Pilot remains conscious, feeling roots "take hold."
  4. The Rooting (Days 3-42): Pilot rests in healing chamber filled with moss and nutrient-rich soil. Roots grow 1-2cm per day, fusing with bone. Neural thread vines are grafted to fingertips during Week 2.
  5. The First Walk (Day 43): Pilot takes first steps on root-legs. Archdruid offers prayer: "You are half-tree now. May your roots find purchase. May your leaves remember sunlight."

Living With Root-Legs

Elven pilots describe their prosthetics as symbiotic partners, not replacements:

"My legs are gone. In their place, roots from the Mother Tree. I water them each morning. They grow leaves in spring. When I stand in sunlight, I feel connected to something larger than myself. This is not prosthetics...this is symbiosis. And I mourn what I lost to gain it." -Rootwarden Kess, Scout-Pilot

The Theological Tension

Root-Grafting creates profound tension within Elven culture:

Perspective Argument Cultural Impact
Traditionalists "We desecrate our bodies by grafting trees where flesh should be. This is unnatural." Refuse to pilot Caskets, view grafted pilots with pity/shame
Pragmatists "Survival requires adaptation. Better living roots than dead metal." Accept grafting as necessary evil, honor pilots as heroes making hard choice
Symbiants "We do not lose ourselves...we become more. Human AND tree. This is evolution." Embrace grafting, some voluntarily request additional plant integration

The Mourning Ritual: Every Root-Grafted pilot undergoes annual Leaf-Fall Ceremony...a ritual where they mourn their lost legs, acknowledge the Mother Tree's sacrifice, and renew their commitment to protect the dying forests. This prevents dissociation and honors the grief inherent in their transformation.

Combat Implications

Situation Standard Pilots Root-Grafted Pilots
Movement Speed (Outside Casket) 6 hexes per turn (normal walking) 3 hexes per turn (roots are slow, inflexible)
Thread Snap (Living Threads) Requires surgery to replace Can regenerate if pilot "plants" hand in soil for 24 hours (roots regrow)
Stealth in Forest Terrain Standard difficulty +2 bonus (roots sense vibrations, leaves blend with foliage)
Heat Generation Standard Heat mechanics -1 Heat per turn if in forest terrain (root-legs absorb excess warmth, photosynthesize)
Fire Damage Standard damage +2 damage from fire (living wood ignites easily, psychological trauma from Roothold Betrayal)

Comparison to Other Factions

Faction Philosophy Amputation Pilot Agency
Church Penance through suffering Embrace pain as sacred Willing martyrs
Dwarves Efficiency through engineering Pragmatic optimization Compensated professionals
Ossuarium Maximum horror as efficiency Cold calculation Contracted labor (paid upfront)
Elves Mourned necessity Reluctant symbiosis Sacrificing themselves for dying world
"The Church seeks redemption. The Dwarves seek perfection. The Ossuarium seeks efficiency. We seek nothing. We mourn. And we fight anyway." -Archdruid Sylara Thornwhisper

Core Mechanic: Bleed Stacking

Elven Caskets apply Bleed counters that deal damage-over-time. Bleed stacks up to a maximum of 8 counters and never expires. (Balance Update Oct 19: Reduced from 10 to 8 stacks)

⚖️ Balance Note: 10 Bleed counter cap prevents infinite scaling in extended fights while maintaining Elves' identity as DoT specialists.

The Elven strategy is simple: apply Bleed to all enemies, then survive while they die to damage-over-time. High mobility and regeneration allow Elves to outlast the slow death they inflict.

10 Faction Cards (Players Choose 6)

CORE CARD 1

Thorn Strike

Type: Attack (Precision) | SP: 2 | Range: Melee (1 hex)

Effect: Deal 3 damage. Apply Bleed 2 (target takes 2 damage at start of their next turn).

"The wound deepens. The poison spreads."

CORE CARD 2

Pruning Cut

Type: Attack (Component Targeting) | SP: 3 | Range: Melee (1 hex)

Effect: Deal 4 damage to specific component (you choose: Right Arm, Left Arm, Legs, Head, Chassis). If target discards cards from that component type, deal +2 Component Damage.

"Cut away the rot."

CORE CARD 3

Root Bind

Type: Utility (Control) | SP: 2 | Range: Ranged (1-3 hexes)

Effect: Target enemy cannot move until end of their next turn. If they attempt to move, take 3 damage and Bleed 1.

"The roots hold. Struggle is futile."

CORE CARD 4 (REMOVED)

Photosynthesis (Passive)

Type: Passive Ability | SP: N/A

Effect: At end of your turn, if you did NOT attack this turn AND did not take damage, recover 1 card from discard pile and remove 1 Heat.

(Balance Update Oct 19: REMOVED - passive regeneration reduced to Verdant Regeneration only)

"We draw strength from stillness and sanctuary."

CORE CARD 5

Leaf Dance

Type: Movement + Attack | SP: 3

Effect: Move up to 2 hexes. You may make 1 attack during this movement (at any point). After attacking, you may continue moving.

(Balance Update Oct 19: Reduced from 3 hexes to 2 hexes)

"Strike where they are weak. Vanish before they retaliate."

CORE CARD 6

Verdant Regeneration (Passive)

Type: Passive Ability | SP: N/A

Effect: At the start of each round, recover 2 cards from discard pile.

(Balance Update Oct 19: Primary regeneration source after Photosynthesis removal)

"Life finds a way."

CORE CARD 7

Living Seal (Equipment Integration)

Type: Conditional Bonus | SP: N/A

Effect: Whenever you use other healing effects (Photosynthesis, equipment, etc.), recover +1 additional card from discard pile.

"Healing begets healing."

CORE CARD 8

Wild Growth

Type: Utility | SP: 2 | Range: 2 hexes (radius)

Effect: Add 1 Thornvine seed to all hexes within 2 hexes of you. Passive: At start of round, gain +1 Thornvine seed in your hex.

"Nature reclaims all."

CORE CARD 9

Sylvan Step

Type: Movement | SP: 1 | Range: Self

Effect: Teleport up to 4 hexes. Must end in or adjacent to terrain. Once per turn.

"The forest guides you."

CORE CARD 10

Eternal Vigil

Type: Passive | SP: 0 | Range: Self

Effect: Passive: At the end of each round, if no enemies are within 3 hexes, recover 1 card from discard.

"The patient hunter endures."

Support Units (6 Total)

Starter Units

1. Thorn Stalkers (2 slots)

HP: 6 | Movement: 5 | Defense: 1

Three lithe elven scouts wrapped in living thorns and moss. Apply 1 Bleed counter on any successful attack. Attacks deal 4 damage and apply 2 Bleed counters. After attacking, move 2 hexes away (hit-and-run). Heal 1 HP at start of turn if standing in Forest terrain. Gain Concealed when in Forest or behind Cover.

2. Rootweaver Circle (3 slots)

HP: 8 | Movement: 2 | Defense: 2

Four elven druids holding staffs, feet rooted to ground. Passive 3-hex Verdant Zone aura: allies heal 1 HP per turn, enemies lose 1 Movement, Elven units gain +1 Defense. Can Entangle enemies (cannot move next turn, -2 to all attacks). Create Forest terrain hexes. Thorn Eruption deals 3 damage to all enemies in zone and creates Thorn Walls (block movement, 2 damage to cross).

3. Verdant Archer Cadre (2 slots)

HP: 5 | Movement: 4 | Defense: 0

Four elven archers with living wood bows. Range 8 for all attacks. Coordinated Volley: When attacking same target, each archer adds +1 damage (4 archers = 18 damage total). Aimed Shot deals 4 damage + 1 Bleed. Poison Arrows deal 3 damage + 3 Bleed + target loses 1 SP next turn. Fragile (0 Defense) but devastating at range.

Unlockable Units

4. Briarwood Colossus (4 slots) - Unlock: Complete 3 missions

HP: 18 | Movement: 2 | Defense: 3

Massive humanoid construct woven from living briarwood and iron-hard thorns. Passive 2-hex Thorn Aura: enemies within 2 hexes take 2 damage per turn. Counts as Blocking Terrain (allies can take cover behind it for +2 Defense). Briarwood Slam deals 8 damage, knocks target back 2 hexes, applies 2 Bleed, creates Thorn Wall. Overgrowth converts 6 hexes around it into Forest terrain. Regenerates 2 HP per turn if in Forest.

5. Shadowleaf Assassin (3 slots) - Unlock: Build Grove Sanctuary

HP: 10 | Movement: 6 | Defense: 1

Lone elven warrior draped in living shadow-moss, form flickers and blurs. Shadow Step: Teleport up to 4 hexes to any Forest hex (once per turn). Assassinate: When attacking from behind or while Concealed, deal TRIPLE damage and apply 5 Bleed counters. Eternal Stealth: Always Concealed unless adjacent to enemy. Throat Cut deals 12 damage (Assassinate bonus) + 5 Bleed. If kill, gain Full Concealment (cannot be targeted until next attack).

6. Ancient Treant (5 slots) - Unlock: Defeat The Rot Lord

HP: 25 | Movement: 1 | Defense: 4

Towering tree brought to life, ancient beyond measure, standing 25 feet tall. Occupies 3 hexes (Large unit). Passive 5-hex Forest Heart aura: all hexes become Forest terrain, allies heal 2 HP per turn, enemies lose 1 Movement, Elven units gain +2 Defense. Immovable Object: Cannot be moved, knocked back, or displaced by any effect. Root Prison locks enemies in place (cannot move, take 3 damage per turn, must spend 3 SP to break free). Titanic Strike deals 12 damage, knocks back 4 hexes. Forest Awakening (once per battle): ALL Forest hexes within 6 hexes deal 4 damage to enemies entering, allies heal 3 HP entering, create 6 Vine Snare tokens (Entangle enemies). Regenerates 3 HP per turn (double if no enemies within 3 hexes).

Schisms & Exiled Groves

The Verdant Covenant splinters over philosophical divides: preserve what remains, or weaponize nature's dying fury? These Schisms enable mirror matches...Elf vs Elf, guardian vs avenger.

The Thornblood Exiles (Renegade Grove)

Ideology: Nature must be weaponized, not protected. Vengeance over preservation.

Schism Event: The Roothold Massacre of Year 223 - When the Church burned 40% of elven forests, Elder Thornblood proposed corrupting the forest itself...turning sacred groves into carnivorous killing fields. The Verdant Covenant rejected this as "perverting what we protect." Thornblood's followers split off, embracing mutation, aggressive overgrowth, and weaponized nature.

Philosophy:

Visual Distinction: Thornblood Caskets are grotesque...bark fused with exposed muscle tissue, thorns growing through pilot flesh, bleeding vines. Their forests are hostile: man-eating plants, spore clouds, carnivorous trees.

Tactical Differences:

Why They Fight the Covenant: Thornbloods view guardians as "cowards clinging to a dying dream." They fight to prove vengeance is survival. "You tend the garden. We are the thorns that tear flesh from bone."

Gameplay Note: Use standard Elven deck, but maximum aggression. No defensive play, no healing, only relentless Bleed stacking and suicide charges. Glass cannon assassins.

Faction Relations

Faction Status Notes
Church of Absolution WAR Betrayal at Roothold. The Church burned their forests. Blood debt unpaid.
Dwarven Forge-Guilds NEUTRAL Ancient grudges over territory, but no active conflict currently.
The Ossuarium HOSTILE Undeath perverts natural order. Philosophical opposition.
The Wyrd Conclave COLD Distant cousins, but Fae chaos disturbs Elven order.
Nomad Collective FRIENDLY Nomads respect Elven territories. Occasional trade.
The Exchange NEUTRAL Will trade for rare herbs and alchemical components.
Vestige Bloodlines HOSTILE Mutation threatens forest purity. Must be quarantined.
Emergent Syndicate WAR Hive-mind devours forests. Existential threat to nature.

Recommended Builds

Surgical Assassin (Thorn Dancer - Scout, 6 SP)

Bleed Master (Rootwarden - Assault, 5 SP)

Nature Fortress (Ironwood Sentinel - Heavy, 4 SP)

Strategy Notes

Strengths: Best damage-over-time in game (Bleed stacks to 8 max), high mobility (Leaf Dance 2 hexes, Shadow Step, teleports), moderate regeneration (Verdant Regeneration 2 cards/round), surgical strikes (Pruning Cut targets specific components), area control (Root Bind, Vine Walls, Seed Pods). (Balance Update Oct 19: Bleed cap 10→8, Leaf Dance 3→2 hexes, removed Photosynthesis)

Weaknesses: Lower burst damage (relies on damage-over-time), fragile (light armor, low HP pools on Scout builds), requires setup time (Bleed stacks need multiple turns), weak to fast aggro (if killed before Bleed activates, wasted effort), equipment restricted (cannot use heavy weapons, metal armor, firearms).

Early Game (Turns 1-3): Apply Bleed to all enemies (spread damage-over-time). Use mobility to avoid retaliation (Leaf Dance, Shadow Step). Set up Vine Walls for area control.

Mid Game (Turns 4-6): Enemies now have Bleed 3-5 (taking 3-5 damage per turn). Apex Predator adds +2 damage to attacks vs Bleeding targets. Photosynthesis triggers when you don't attack AND don't take damage (requires safety).

Late Game (Turns 7+): Enemies have maximum Bleed stacks (8 damage per turn cap). Focus on survival...they die to Bleed, you just need to not die. Verdant Regeneration keeps you alive (2 cards/round). (Balance Update Oct 19: Bleed cap reduced from 10 to 8)

"You came to our forest seeking war. We granted you poison instead. Now you bleed. And you will continue bleeding. Until there is nothing left." -Archdruid Sylara Thornwhisper, after the Roothold Massacre

Version 3.0 Optional Rules

The Elven Verdant Covenant has unique interactions with the three new v3.0 optional mechanics systems:

Dice Pool Advantage System

Elven pilots work normally with the Dice Pool system. Positioning in forest terrain and ambush tactics can grant Advantage (roll 3 Attack Dice, take 2 highest). See Dice Pool Advantage Rules.

Taint Exploitation System

Elven pilots are extremely vulnerable to Taint due to their connection to nature:

Elven pilots are caught between Engine corruption and nature's refuge. They accumulate Taint twice as fast as other factions but can purge it through regeneration. Standing in forests provides protection; leaving them invites corruption. See Taint Exploitation Rules.

Pilot Grit System

Elven pilots suffer -1 Grit penalty at all times (Fragile Immortals):

This makes elven pilots the most fragile faction from a Pilot Wound perspective. Even Grit 3 veterans roll effectively as Grit 2 (1d6+2). Rookie elves (Grit 0) roll at effective Grit -1, meaning they need a natural 5 or 6 to avoid Full Wound (17% chance). Protect elven pilots at all costs. See Pilot Grit Rules.

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