Gaiaterra: Elysea's Conflict/The Heralds of Chaos

The Heralds of Chaos are one of the eighteen core factions in Gaiaterra: Elysea's Conflict.

Description
* TBA*

Lore Articles

 * Who Are The Heralds?
 * The Horus Heresy
 * The Church of the Eight Star
 * The Four Chaos Gods
 * The Norsca's History
 * The Beastmen
 * The Origin of Fallen Eves
 * Delia, a nation under influence of Chaos
 * The Daemons of Chaos
 * Warp weaponry

Notable Characters

 * Throgg
 * Khazrak the One-Eye
 * Araghast the Pillager
 * Lynda O'Hara, the First Fallen Eve

Legendary Generals

 * Archaon The Everchosen: Archpriest of the First
 * Eliphas the Inheritor: Archpriest of the Chosen
 * Magnus The Red: Archpriest of the Gods
 * Wulfrik the Wanderer: Archpriest of the Twisted

Commandos

 * Valkia the Bloody: Heralds Of The First Commando
 * Sigvald the Magnificent: Heralds Of The Chosen Commando
 * Ahzek Ahriman: Heralds Of The Gods Commando
 * Morghur the Shadowgave: Heralds Of The Twisted Commando

Sub-factions

 * Heralds Of The First
 * Heralds Of The Chosen
 * Heralds Of The Gods
 * Heralds Of The Twisted

Arsenal
Main Article: Gaiaterra: Elysea's Conflict/Heralds Arsenal

Tech Trees
A Path of Chaos are required to advance beyond Tier I for the Heralds, unlocked by the Shrine. They do not require a build time, but are not reversible; once selected, that is the path for the entire battle.

The Paths are:


 * Nurgle: As the god of diseases. The path of Nurgle fills their followers with a myriad of diseases that makes them significantly tougher, while at the same time spreading toxic plagues that weaken their foe while buffing them, breaking them down like a disease ravaging a body. But their forces become more sluggish and weaker combat strength as a result, with their combat having them weakening and grinding down their foes.
 * Slaanesh: As the goddess/god of pleasure. The path of Slaanesh makes their followers make her/his forces faster and deal more damage upon first strike and the more damage they take, while easily seducing and tempting enemies to do their bidding, often causing their foes to fight each other, and recruit civilians to fight for them. But their desire for sensation comes at the cost of armor and prolonged combat, forcing their army to move quickly and strikes at their foes rear.
 * Tzeentch: As the god of trickery. The path of Tzeentch increases the magical power and range weaponry of his followers and grants them magical shields. But this comes at the cost of close-range combat and health, with their forces easily falling apart once their foes close in and breaks their shield.
 * Khorne: As the god of war. The path of Khorne significantly increases his follower's ferocity in close combat, toughness, and getting stronger as they fight and outright making all of them immune to rout while scaring their foes. But this comes at the cost of artillery and magic, and Khorne scorns upon the cowardly tactics of ranged combat, meaning that "cowardly" foes can easily kite them.

The Power Of Chaos
Alongside their general powers. The Heralds, except for those of Khorne, also have Chaos magic, powerful spells that can easily turn the tide of battle but requires favor, gained through special structures, combat, and getting civilians to worship you, to use. Except Khorne, who hates the use of cowardly magic, and instead grants his followers powerful buff and blessing instead.

Structures
Basic Structures Defense and Support structures

Trivia

 * Their Sub-factions, and their playstyle, are based on what the Chaos factions in Warhammer Fantasy and 40k
 * Heralds Of The First: Warriors Of Chaos
 * Heralds Of The Chosen: Chaos Space marines
 * Heralds Of The Gods: Daemons Of Chaos
 * Heralds Of The Twisted: Beastmen and Norsca