Kalran: Tales of the four nations

"He or she will controls the world, commands the ages. He or she commands the world, conquers the ages..."

- -An excerpt of an unknown deity of Kalran. Rumoured to either be its creator or the twins.

Kalran: Tales of the Four Nations is a science fantasy rts made by ssbob90 with additional contributions by Skyrish19. Set in the planet Kalran, it follows the stories of four continents in the eighth age.

Background
Our story takes place on Kalran, a planet with three moons, two suns, and four continents.

From the beginning a creator, known by many names, created Kalran, which had two stars of light and dark acting as sun and moon, with the five elements, earth, wind, fire, water, and aether, before leaving his children, twins of light and dark whose name were forgotten, to oversee the development while he leaves to create other worlds, one of which is our earth. And during this period, known as the age of the avatars, the twins created the avatars, masters of the five elements and the precursors, and other animals and plants on the planet. During this time the world was in great harmony and peace. But later on the twins began to drift and argue, the god of light wanting to eternally bath Kalran in light while the goddess of dark wants to cover Kalran in eternal night, and started with the first and final clash. They were equal, unable to wound each other but shaving off bits of their power, but as their weapons clashed the planet shook, causing great earthquakes, tsunamis, hurricanes, and igniting heat waves that destroyed cities and damaged the planet they were told to protect, until the pieces began to form a new god.

Ragnarok. And when he was created he was confused, unintentionally created by the twins anger, but when he tried to stop the fighting he was struck, scarred twice, and from it he realised something.

That Kalran wasn't perfect and needed to be remade. And he began to destroy it. The twins then stopped, upon realising what they done, and rushed to stop him. But their constant fighting had weakened them and both could barely stall him. When the avatars, upon sensing the battle and seeing the destruction of their world, sacrificed themselves by pouring in their essence to power the twins. And with renewed might the twins pushed back Ragnarok, yet they couldn't beat him, and imprisoned him in the core of Kalran. But afterwards they realised the cost of the power. All the avatars souls were ripped asunder as they gave all of their essence. And the twins quickly try to repair them. Yet, with their weakened state, they couldn't fully revive them. Instead they gather whats left and made the firstborn. Four races that each embodied water, earth, wind, and fire, with aether divided between them. And afterwards, in grief of what their argument had caused and in failing to follow their oath to protect and lead Kalran, they left. Using what little power they can give to make four deity, gods of water and earth and goddesses of wind and fire, to overlook the new Kalran.

In the new age the Firstborn briefly prospered, under the guidance of their deities, but then disasters came. Small earthquakes began to shook Kalran while tsunamis struck coasts. And the animals, once docile and willing to die for the avatars and firstborn for their sustenance, began attacking and killing. And when the deities investigate they found a trapped god, Ragnarok, causing it and demand an explanation. And Ragnarok told them the truth. On how he was imprisoned because he wanted to change Kalran with the disasters being a way to call them. And ask to be released and help them shape Kalran. But the deities refused to release him, the twins having told them to never get help from others, in which Ragnarok told them to at least release him so that he could create his own planet. And the deities agreed. But Ragnarok lied. And upon released he attacked them, weakening them, and destroy Kalran. The deities quickly try to stop him. But he was too powerful as he was made from the pieces of the twins rather then the remnant, and in the end the Firstborn had to give their essence to help. And with the power the deities imprisoned Ragnarok again. But the transfer was irreversible and the Firstborn lost some of their power. With the Firstborn of water becoming human, having given the most essence and therefore losing their immortality and elemental control as the body of ice became skin and organs.

Afterwards the deities continued but arguments began flaring, the goddess of wind wanting more forest, the god of earth wanting mountains filled with ores of gold to iron, the goddess of fire wanted more harsher lands so that the Firstborn can defend themselves, and the god of water wanting more control as his people sacrificed the most, and the general argument of who freed Ragnarok. And, like before, the four fought. And like their creators before they were equal and locked in a stalemate, they clashes created disaster. But four times did their weapons struck at once. And four times Kalran split, forming four continents, upon which they finally heard the pleas of their people and realized what they have done. And in the end the four, in grief of their failure, used all their power to reinforce Ragnarok prisons and leave the Firstborn to their devices. And in the north lays Arkalion, to the west Alcradia, east Axio, and the south Askrian.

In this new age life continued, even though the Firstborn had to work without their gods guide. But one day a broken woman came, her name Lucia, who then heard a strange voice in her head that told her he could repair her life and give more. But only if she frees him and she agrees. The voice being Ragnarok. And she began to make a new church and amass followers, on the codes to free him and bring new creations. And bringing destruction as they make the ritual to break the seal while killing non-believers for the blood they need. But one man, Elomir, had disagreed with her and gained followers. And afterwards they fought. And the first war, of Firstborn killing Firstborn, began, with the making of the first weapons of glass spears and stone warhammers. And through Elomir strength he beats Lucia forces back. And Lucia calls Ragnarok for help. And he answered. Ragnarok then gave Lucia and her followers a piece of his power. And with it, they became the first Devils and turned the tide. But even so Elomir and his loyal followers stood strong and fought. When he suddenly hears a strange voice, no one knows if it's the creator or something else, that helped him. As the other followers who ran then gave their essence to help to him and his loyal soldiers and the strange voice gave him the remaining powers of the deities that left. Forming the first angels. And now with their power equaled another stalemate came. Until they struck too hard and destroyed the stars of light and dark.

And with horror Kalran began to die, slowly crumbling to ashes, and both sides then put a truce to repair the stars. But in the end they couldn't fully repair it, both having been made by the creator, and instead crafted two suns, both of which are two systems with Kalran revolving on the bigger one, and three moons, a white one with two smaller red and blue moons orbiting it, and saved Kalran. Upon which both of them then make a new dimension for themselves. Heaven and Hell. And afterward Elomir and Lucia signed a contract, the covenant, which means that both sides are forbidden to interact with Kalran, including releasing Ragnarok, and not fight, unless one breaks the previous rule. But their mark still echoes till today. As the other three Firstborn gave all their essence till they became mortal like humans. But evolve differently in each continent.

After the war the new deities began to oversee Kalran. During this time one deity wanted to make their own people, but it was never done before, and secretly made one behind heaven and the Firstborn pantheon gaze.

No one knew who created the fifth race, whether it started from Arkalion or Axio or if it was the Harpy in Alcradia or the Kolbolds of Askrian, but the fifth race was born. And yet they were like dolls, unable to think and only having basic emotions without their creator's order for they lack the fire of life the Firstborns have. The other deities, who were not of the Firstborn pantheon, began to argue, some outrage at such travesty, others envious of such bravery, and others more following in making a new race. And with it the Elomir saw and reprimanded the deity, outraged at disobeying his order, and demand that they destroy it. The deity obliged, crying at how they just wanted people which shared their passion yet understand thet they were breaking the rules, and readied to bring the killing blow. But when Elomir saw the look of the deities face, stricken with grief, and their children, cowering in fear or begging their creator not to do it, he realized that both sides loved each other and stopped the killing blow. Elomir, touched at such passion the deity put into his creation, then passed them the fire of life, but ordered them that they should only wake after a set amount of years pass. And the deity obliged, teary-eyed at such compassion. Elomir then told the others that they could make their own race. But they have a time limit when passed would ban the creation of new races. And so five more were made for a total of twenty-four Secondborn, six in each continent, which came into the second age.

During this time Lucia began to abuse the loopholes. She first created the demons, as the law states that no Devils are allowed to directly interfere or make a creature as strong or stronger than them, which lacked in power, weaker than all the races, but made up in numbers. Then the Daemons were made, upon finding that ingesting devils blood will make the drinker more powerful with only needing the blood as sustenance, at the cost that their body will decompose, as they are biologically dead, if they go without drinking it and, combine with its addictive property, make them loyal servants to complete their job. But then, now emboldened by such power, she invaded heaven. But it failed, the Angels having trained during that period and empowered by prayers, where at the last moment, with Elomir ready to deliver the killing blow, Lucia makes a deal. They will make eight weapons and in turn she will stay in hell. And, against his will, Elomir agreed, as the covenant says that they can't kill surrendering opponents, and the eight cardinal weapons were forged. And afterwards, he made two new laws. To show no mercy to the devil and servants of hell. And that the covenant can never be rewritten, as a safety to prevent the devils from changing the rule. Later on he regretted making the second rule.

(rest of lore be put at some point)

To the north lays Arkalion, a nation where the shadow of war looms, with hordes of demon and daemons in the south, their kingdom in the old south capital Salhaim, only contained by the citadel city of Byzalem.

To the west lays Alcradia, a pangaea split apart by the fall of the old Tuatha empire, with the east being a frontier, where monsters, beast, and demons roam, and beneath that wasteland are the Reclaimers, who desires to reforge the world through blood and ash with only the Aegis Defense Force task force slowing them.

To the east lays Axio, an archipelagos where the north is under the rule of the Ouroboros goverment, but in the south comes rumor's of a resistance call the Tenkos.

And to the south comes Askrian, a great desert where few truly safe havens exist, each guarded by magical pillars, with nearly the whole desert inhabited by wandering demons and the Cult of Asura, who are hellbent on covering the world in blight, with the Reclamation guilds working to make new havens and stop the cult.

In each nations magic exist in arcane, using chi, and divine, using mana, that uses the four elements, earth, wind, fire, and water, and four races, in each nation, known as the firstborn, blessed by one of the elements.

Gameplay
In Kalran: Tales of The Four Nations is a science-fantasy rts, a fusion of Command & Conquer, Company of Heroes, 8-Bit Armies/Hordes/Invaders, Warhammer 40K Dawn of War 1/2/3, Ground Control, starcraft 1/2, warcraft 1/2/3, and act of aggression/war with elements from Age of empires, anomaly: warzone earth, supreme commander, and kingdom rush. in that the player must invade a territory, construct a defensive base, acquire resources, build various combat, defensive and support units, and defeat enemies and take control the territory by and defend the territory from the enemy invaders. Various unit types can be trained, ranging from infantry to vehicles, aircraft and naval vessels. The player may control a total of 24 factions, six in each continent, each with five unique commanders, a total of 120 sub-commanders, each side has its unique characteristics and abilities.

Base building is depended on the faction you play as (The waterborn uses an base building mechanics through a builder unit similar to the one in Command & Conquer: Generals and the earthborn uses a Construction Yard like those from Command & Conquer: Red Alert 2 and Tiberian Dawn)

There are to be multiple resources each faction relies on to sustain their game economies and to build up their forces: deposits of supplies, fuel, and minerals are scattered across the map, and requires scout units to find. Banks and prisoners of war can be captured for a supplementary source of income, and in some cases power up a protocol.

Commanders
Similar to c&c generals, Kane's wrath, and company of heroes. At the start of a round the player must pick one of five commanders of their faction, each providing a passive and active ability, two tech trees, exclusive units and protocols, and, most of all, their epic unit.

Said commanders are simplified into:


 * Classic (exaggerator): Focus on enhancing their faction strength.
 * Airforce (cannons): Focus on fast using airforce to to attack or empower ground forces
 * Defense (balanced): Focus on defense and siege
 * Infantry (subversive): Focus on infantry and unorthodox tactics
 * Armor (powerhouse): Focus on armor assault and straight on attack
 * Naval: Introduced in The Clash at Sea DLC. These commanders focuses on naval and amphibious units/assaults

Controls
See here

POW
Once the appropriate upgrade is researched all basic infantry, and possibly other infantry, will now have a chance for their attacks to now cause the targeted infantry to surrender, or enter stasis mode in the case of androids and undead, instead of dying, with exception to the Horde, Reclaimers, Ouroboros, and Asura which instead knocks the infantry unconscious, after which they can be apprehended to power a special protocol or ability.

Protocol
Protocols are special abilities used by each faction and are split in four forms, national power, tech, structure, and commander.

The first are national power, a powerful protocol that represents the main power of each faction that can easily turn the tide of battle when used but is incredibly expensive, must be researched, and has a long cooldown between use.

The second are tech protocols, a tech tree forming the basic of each factions and useable by all faction commander which are unlocked as the game progresses, each building off their factions playstyle.

The third are structure protocols, which as implied only comes by building a structure and will be lost if said structure falls and provides support powers to aid their forces.

And the last are commander protocols, a combination of the first and second with tech tree which abilities can only be unlocked points earned in battle or a commander exclusive units/structures.

Each protocol are suited for the factions and commanders and can turn the tide of battle, from summoning special units to bombardment powers, that can be upgraded as the game progresses. But each of them have a cooldown and/or cost resources.

Superweapons
Many real-time strategy games employ a superweapon or tactical weapon, a very powerful, near if not limitless range, endgame weapon with large technological requirements and high costs. Popular examples of superweapons are the nuke and iron curtain from Command & Conquer and the nuclear missile from StarCraft.

In Kalran: Tales of the four nations, superweapons or tactical weapons are split between offensive, used to simple destroy the target, and support, built to support their forces and charges faster, can be technologically unlocked at the third or highest tier, and require high costs and amounts of funds.

Damage and armor types
Kalran: Tales of the four nations uses a simple equation with special tags

Tech Buildings
Like with the Command and Conquer games, Kalran: Tales of the Four nations also has neutral tech buildings that can be captured to gain new abilities or units that are not part of the main factions.

Day and Night
Most maps cycle through day and night, while some maps are locked into day or night. During night, the vision of most units are reduced and morale is quicker to drop as people are more tired and on edge at night. Fighting at night also have benefits for certain units such as Infiltrators.

Tier system
As the battle goes the commander will have to tech up their bases to unlock more advance units, upgrades, and protocols to beat their opponents.

There are a total of three tiers each factions have a unique method for access to advanced units, structures, or upgrades, depending on their type:

Experience
As the battle goes on experience the commander units will gain experience, passively in small trickles and by their units killing enemies and taking damage. Experience is mainly used to purchase protocol but is also used to upgrade their units into veterans, depending on the faction.

Earthborn (Dwarves, Fenrir, Xiagui, Goliath), ADF, and Ouroboros: Individual units gains a rank as they gain experience, buffing their stats while granting them special bonuses. But ranks are given per individual, meaning its a long process to level every base unit to a veteran, and if a veteran unit dies they take that veterancy with them.

Waterborn (Humans), Byzalem, and Asura: Only officer units gains veterancy, and any experience a unit gains will be transferred to the nearest officer. Said officer in turn grants an aura, territorial, or global buff to units and unlocks special passives. But officer units are more expensive then other units and, while produced instantly, are locked behind cooldown. Meaning that its hard to mass multiple officer units.

Fireborn (Orcs, Rokhari, Salamander, Mukasura), Guilds, and Horde: Veterancy is purchased through their hq, costing both resources and experience, which is then applied to all new and existing units

Windborn (Elves, Navaheim, Nekomata, Faunus), Tenko, and Reclaimers: Their units can't gain veterency. Instead experience is used to purchase powerful upgrades, which cost a lot of experience but are done instantly, more powerful units, and to unlock and use more powerful protocols

Civilians
Though most factions do their best to make sure that the battlefield is clear of non-combatants, this is not always possible in the fluid, ever-changing nature of modern warfare. As a result, civilians can find themselves trapped on the field of battle. Where most factions can lead them to safety or even get them to help, though more underhanded factions can use civilians for other tactics, either to make finding them harder or even use them as human shields.

Epic Units
An epic unit is defined as an incredibly powerful unit, often taking a long time to produce but can engage and defeat entire armies of ordinary units. They usually make use of experimental and/or classified technology, hence their considerable price and the need for the commander to reach rank 4 to be produced, along with the fact that only one epic unit can be made at a given time.

Sub-system
Due to their size and complexity. some units, mainly large naval vessels, vehicles and Epic units, don't have health in the traditional sense, instead, these units have hardpoints, which could be a weapon, a wheel/leg/track, or a gadget that enables their ability, that must be destroyed, not only damaging the unit but weakening it by depriving them of a weapon, a defense, or an ability, and once all hardpoints are destroyed the unit is destroyed. But be wary as these hardpoints can be easily repaired.

Silly mode
This setting gives units additional dialogues that are either references, memes, and or jokes that breaks immersion. Particularly when clicking a unit multiple times.

Single Player

 * Tutorial - teaches the basic mechanics and summary of commanders
 * Campaign - allows you to complete the stories of each faction.
 * Special operations - Play through a series of special challenges that covers up various operations the various campaigns that serve as side stories to the main plot or worldbuilding
 * Conquest - Similar to the Total War games and Dawn of War Dark Crusade's Campaign Mode, dominate Kalran.
 * Challenge - similar to those of Command & Conquer: Generals and Command & Conquer: Red Alert 3 - Uprising, you can choose your commander to challenge the each factions five commanders. Ending with the player having to face all five commanders of that faction at once
 * Custom - allows you to play maps that are in either skirmish, or use map settings game mode against computer-assisted opponents.
 * Survival - survival mode has the player either choose a commander before being tasked to hold off waves of ai controlled enemies, either from one faction commander to potentially every commander depending on difficulty.
 * Map Editor - Allows you to create your own maps, with trigger scripts and custom parameters available.

Multiplayer (Note: These modes can also be played alone with AI)

 * Versus - you can fight opponents in 1v1, 2v2, 3v3, 4v4 or FFA cooperatively or singularly.
 * Custom - allows you to play maps that are in either skirmish, or use map settings game mode against computer-assisted or human-assisted opponents.
 * Control Point - commanders must take control of one, up to three, control points and wins by either having the most points when the timer ends or if their the first to reach the cap.
 * Naval Warfare - commanders are restricted to naval units, instead using AI-controlled ground troops, vehicles, and aircraft to take islands
 * Tankery - commanders are restricted to vehicles, with AI infantry support and airstrikes
 * Kill-team - commanders are restricted to infantry, but can call in air, armor, and artillery support
 * Knights of the skies - commanders are restricted to aircrafts, helping and getting help from AI-controlled infantry and vehicles on the ground
 * King of the hill - commanders must take control of a single area on the map and hold off their opponent until a time limit pass to win
 * Assassination - The objective of Assassination is to kill the opponent's VIP unit. In this mode the player gets an additional unit known as a command unit, a unit whose power and role embody the faction and losing said unit will have the player lose
 * Minor faction deathmatch - commanders gets to play a minor faction, gaining special protocols and the ability to call additional reinforcements to bulk up their forces, with the objective to destroy their opponent, who also controls a minor faction.
 * KalranNet - A software that provides the online parts of Kalran: Tales of the Four Nations. Primarily it downloads custom fan content created from the Map Editor, reviewing the player profiles and it helps match up players for online matches.

Lore

 * Lucia
 * Daemons
 * Arcane and Divine Magic
 * The Fauna of Kalran
 * The Races of Kalran
 * Languages of Kalran
 * The Great Sundering in the Third Age

Remlia Legion:
The Remlia Legion is the army of the Remlia Republic, consisting of the Humans and their allies of the Trolls, Lapori, and Nymphs. As a military force they consist of a mixture of numerous recruits, from legionaries to musketmen, and elite veterans, with sharpshooters armed with lever action muskets to their famous dragon knights. Able to handle any foe that comes at them.

Volksgard Expeditionary Group:
Masters of armored warfare and tanks, the Volksgard consist of the Dwarves elite military. Wielding advance technology and earth magic, from diesel powered vehicles and advance gunpowder weaponry, that compensates their lack of research in magic and small numbers. Utilizing brute force and a slow but unstoppable charge, with a variety of powerful and heavily armored tanks, supported by fleets of helicopters, to make one concentrated strike through the enemy defense.

Salkoy Strike Force:
Ruler of cavalry and sky, Salkoy consist of the Elves, the strongest cavalry in all of Kalran, having been the ones who brought equestrians to Arkalion, while ruling the skies with their famous pegasus knights. With advance research in the arcane magic, particularly wind magic, wielding chi powered guns and hover tanks, despite wielding weapons made of glass and stone. In battle they are masters of maneuver warfare and strikes as fast as lightning, their infantry infiltrating and scouting out the enemies weaknesses before their airforce and cavalry deals a devastating blow before escaping to strike at another angle.

Orc War Company:
Rapid and hard hitting. The Orc war company, compromising of volunteers who leaves their tribe to defend their people, using mobile command wagons to summon their forces anywhere. With weapons of mass destruction, superior firepower with their hellfire weaponry and vehicles, frontal assault, fire magic, strength, courage and valor in order to combat their enemies

Byzalem Garrison Forces:
As the only nation stopping the Southern horde from invading the rest of Arkalion. The Garrison forces of Byzalem, consisting of the ten races and Vardskuls, are masters of siege defense able to transforms a barren land into a large fortress, filled with an array of garrison structures, traps, powerful towers and great walls to funnel their foes into designated kill zones for their defense. While using attack-oriented, if short ranged, units to take territory, punishing any foe foolish enough to charge upon their city without planning.

The Southern Hordes:
Living in the souths former capital of Salhaim and masters of besieging. The Southern Hordes consists of small but strong Chosen units supported by weak but cheap and numerous slave/Demon/Homunculus units to break through a defense line and follow through. And in battle the Horde sends out the slaves first to be the breachers for the cultist, tasked with the suicidal mission of charging through towards the enemy defense to break to hole in the line, supported by large but heavily specialized artillery, before protecting the cultist as they make their way towards the breach and slaughter their foes.

United Columbia Alliance Armed Forces:
The United Columbia Alliance Armed Forces, or UCAAF, is an alliance consisting of the Fenrirs and their allies of the Harpies, Skarnops, and Goliaths. Fighting with a combination of adaptable tactics and combined arms with small but elite units that can face any foe in order to defeat its enemies and their tactics. Relying on skill, versatility, and advanced technology to handle anything, at the cost of being a master of none and small numbers.

Kevros Federation Guards:
The Kevros Federation Guards consist of the Humans who survived the hyperion bombardment, thanks to the creation of fallout shelters in the mountains, and protected by an array of defensive turrets to stop their foes. And while the Federations manpower is naturally not as much as the one of the other factions. However to compensate for this, they developed advanced technologies, drones and massive robots to fight for them along with their warriors, who marches into battle with advance mecha suits that straddles the line of infantry and tank. Utilizing advance laser, cryo, and missile based weaponry with tough mechs and waves of droids to stem the tide.

Rokhari Riders:
The Riders consist of the Rokhari fiercest warriors who emphasize penetration warfare. With their units, consisting of a fleet of fast light vehicles and cavalry, coming from their walkers, mobile bases that can become a walking siege or support engine, which allows them to strike anywhere and replenish losses quickly. Armed with plasma, microwave, thermobaric weaponry, and fire magic they can carve through any defenses and strike the vulnerable base within.

Hansion Warband:
The Hansion Warband, consisting of the Navaheims, focuses on divide and conquer. Using elite infantry and mobile airforce to quickly strike, encircle, and swiftly eliminates their foes before they can defens themselves. With their tunnel networks, and tesla based power and weaponry to close the distance before attacking with their full might, where even the toughest foe with crumble to the might of their warriors.

Aegis Defense Force:
The ADF is a force that relies on rapid, precise, strikes at the enemies weakpoint. While each of their units have a build limit, meaning that the commander controls more of an elite strike force rather than an army, they compensates with devastating abilities and powerful upgrades and promotion, with a five star veteran being almost a one man army, and protocols capable of wiping out armies and razing bases, at the cost of being expensive. Using bleeding edge technology, from Faster then light drives, particle accelerated weaponry, to hard light, to defeat their foes.

Reclaimers:
The Reclaimers focuses on victory through attrition and superior firepower. While nowhere near as technologically advanced as the UCA and other technologically superior factions, they rely on apocalyptic manpower through cloning, attrition warfare, chemical warfare, terror tactics, advance but invasive cybernetics and thermal based weaponry, outdated arsenal of military weapons, vehicles, aircraft and vessels, and devastating superweapons to bring victory. No matter how many clones will die for them, either by the enemy or their hands, as the clones are the equivalent of bullets in their eyes. At the cost of having little to no defense.

Kyoira Armed Forces:
The Kyoira Armed Forces is an offense and arcane oriented faction, Consisting of the Nekomatas and their allies the Minotaur, Tengu, and Kitsune. With their army focusing on using numerous, if heavily specialized and individually weak, units to face any foes, with advance wind magic, naval firepower, and the ability to rapidly expand.

Salamander Attack Wing:
From their great airships, a flying fortress capable of transporting a small army, attacks the Salamanders, composing of their fleet of airships ruling the skies while sending down deadly infantry and light vehicles to claim land.

Josheng Royal Army:
The Josheng Royal Army is defense-oriented and technologically advantaged, at least compared to other Axion factions, favoring defense over offense with the use of powerful, static, artillery to pummel their foes before they can reach them, or to weaken their foes with a withering barrage. While their soldier sweeps repel any survivors that makes it past their defense line in deep trench networks.

Sathspor Reavers:
From the great waves comes the Reavers of Sathspor. A offense focused faction whose units, from their standard Raider to their Longboats, are amphibious, allowing their entire army to handle their foe whether on land or sea and strikes anywhere in rapid, devastating, raids before retreating back to their hidden bases, which are either on land or under the sea.

Tenko Rebel Strike Force:
Formed to fight against the Ouroboros regime. The Tenko must rely on obsolete, improvised, to outright homemade, vehicles and equipment from the old Inquisition-Coalition War. And in battle they may be individually weak compared to the organized regime but they make up for it in numbers and versatility, utilizing guerilla warfare and stealth tactics at the start, due to inferior equipment, and slowly transition to a traditional army as they upgrade their aging equipment by "acquiring" modern technology and calling in more advanced machinery to turn the tide. With their workers able to transform into any unit to serve the rebellion.

Ouroboros Peacekeeper Division:
As the reigning superpower of Axio. The Ouroboros Peacekeeper Division uses propaganda tactics to control the battlefield, though many of their power are gatekeep by whether the people supports their action. With a small but elite combat forces, technological superiority, massively destructive weaponry, psychological warfare, and vast number of infantry, vehicles, aircraft and vessels built for counter insurgency. Their deadliest being their peacekeepers, a paramilitary police force that safeguard the nation against dissidents, within and without, and fight against those who oppose the government, while being supported by the penitent legion, which composed of criminals and their families forced into combat suits to fight to atone for their sins, with the empty promise of release for their service.

Malkara Attack Forces:
From the desert the Malkara Attack force consist of the Mukasura and their allies, Gnomes, Kobold, and Potnia. With their army focusing on mobile warfare, with their Generals able directly call in units on the field, no matter where they are.

Delteroa Self-Defense Forces:
The Delteroa Self-Defense Forces are the soldiers of the normally pacifist Faunus, and masters of guerilla warfare. Using elite stealth infantry and mobile airforce to quickly strike upon their foes weak points before escaping retaliation. Using their masterful control of illusion magic and sonic based weaponry to engage their foes from a distance and retreating before the enemy can find them. Fighting against the Faunus is less about facing them but hunting them.

Kuzeru Royal Guards:
Being the tamer of Askrians large fauna and master of summoning creatures of mist. The soldiers of Kuzeru rides into battle upon cavalries of elephants, rocs, and carpet supported by smaller falcons and the djinn, creatures of water created by their elite summoners. Building up their forces before steamrolling their foe in one, decisive, battle.

Goliath Battlegroup:
From the peaks of the mountains to it's valleys. The Goliaths of Duberth are experts in mechanized warfare, with infantry and IFV working together with armor and close air support to pound their foes and break even the strongest defense.

Reclamation Guilds:
Situated at the edges of the wasteland. The Reclamation Guilds work to remove the blight on their nation and claim new grounds for the people of Askrian, with expeditions groups, composing of guild soldiers. Fighting from their Master crawler, a mobile base that holds all of their forces to strike anywhere.

Cult Of Asura War Caste:
Ruling nearly all of Askrian. The War Caste of Asura are the weapon arm of the Cult. Spreading their tainted poison, known as blight, upon which their structure are built and where their forces are stronger, while any foes stepping into such tainted land will have a hard time navigating. While creating creatures of shadow that terrorize the lands, but their deadliest weapon is the markers, obelisk of Devil magic, that revives the corpses of friend and foe to serve them, and their ability to subvert their foes through mind control, parasites, and fear tactics.

Scout company:
Tasked with the dangerous mission of scouting the wasteland for horde activities. The Scout Company of Byzalem are of elite guerilla fighters, skilled in scouting terrain without a trace and sniping at their foe's lynchpin.

Hill Dwarf Militia:
Formed the Dwarves who refused to join the Volksgard brethren in isolation. The Hill Dwarf Autonomous Zone Militia provides both raiding and defense support, using old but improved Volko-Salka war equipment. Through their combination of fast, but tough, biker gangs and powerful, but slow, emplacements.

Headhunters:
Tasked with infiltrating their foe's defenses and wreak havoc. The Headhunter support allied forces by infiltrating their foe's defenses before springing a surprise attack, creating chaos as the main force makes their offense.

Free Clone Army:
Formed by the clones who broke free from the Trueborns grip. The Free Clones now fight for themselves, ensuring they stay free or die trying. Providing support with swarms of infantry.

Rokhari Rearguards:
Due to how small the main army walkers are every Rokhari caravan have learned to quickly pack up and move at the first sign of danger, with rearguards trained to fight a moving battle, stalling their foe so that their love ones can escape. And in the event they choose to support an army they provide unparalleled mobility and firepower, with most of their units doubling as their production building.

Whistleblower Network:
Consisting of defecting Ouroboros citizens working for the Tenko, helping them by providing information and data of Ouroboros. The Whistleblower Network provides an army with greater intelligence gathering ability and debuff capacity, allowing the army to see where their foe and plan two steps ahead.

Ouroboros Reservists:
Consisting of unaugmented Ouroboros volunteers, tasked with more domestic law enforcement compared to their cybernetic elites. The Reservist brings powerful stealth detection and close air support for any allied army.

Miscellaneous

 * Cast: The voice actor/actress who voices the units.
 * Soundtrack: The music of KTOFN composed.
 * Bonus Gallery: The bonus gallery of KTOFN that you can unlock through out the game.

DLC

 * Heroes and Villains: Brings in a special Radio tower that allows the commander to call in special heroes, assassination mode, where the commander must destroy their opponents VIP unit, which can be a specific unit and/or the factions commander to win, and allows each faction to send their commanders into battle. And unlocks eight mini-factions, two in each continents, and their structure which, once captured, allows the commander to call in their mini-factions units, each having a specific role to support the faction. And mini-faction deathmatch, which has the player command a mini-faction, with the goal to defeat their opponents, who also control a mini-faction, with additional reinforcements.
 * An age long gone: In this DLC we see the origin of the Horde, Reclaimers, Ouroboros, and Asura. Under the command of William, Desmond, Mercedes, and Latifah. And their slow descend to their villainy in the 8th age, as they succumb to their inner demons and becoming the monster they had swore to destroy, or would it be different this time? This DLC will introduce eight new factions, Stormlands Rebellion and Salhaim Theocracy, United Revolutionaries and Tuatha Empire, Pacific Coalition and Kyodrid Inquisition, and Workers Revolt and Majakalit Aristocracy. With the campaign seeing the Rebellion, Revolutionaries, Coalition, and Revolt rise, but would it fall into the monsters it became like history? Or will they stand firm in their ideals, becoming what they should have? And will Salhaim, Empire, Inquisition, and Aristocracy begin their road to atonement as their foe turns to monsters? Or will they cling onto their toxic ideals?
 * The Clash at Sea: This DLC adds a new sub-commander type, Naval, which focusing the battles at the oceans of Kalran.
 * Enemies from another world: This DLC adds two new faction, The Wild Hunt, an Extra-terrestrial race, known for their love of hunting, from another planet, and the Collective, a sentient mass of bio-robotic goo bent on assimilating every living being into its mass.
 * From the stars: This DLC adds two new faction, The Epsilon Combine, a race of silicon based aliens whose psionics compensates for their absolute lack on any technology and the United federation, space faring Humans, armed with nothing but advance solarpunk technology, who comes from the planet Earth.
 * The broken covenant: This DLC will see the covenant, the laws that forbids the forces of heaven and hell to interact with Kalran, shattered. And with it two new factions come, the forces of heaven and the forces of hell.

Trivia

 * Originally it was called Alcradia: Sagas of Battle, and it only focused on Alcradia as the setting. It was later changed to this current title to accomondate the world itself.
 * Kalran and the setting itself is a fusion of Eberron from dungeons and dragon, Eternia from masters of the universe, the world of Avatar the last airbender, particularly the legend of korra, and Warhammer fantasy. With its technology level rather scattered, from contemporary tech of Alcradia to the stone age, if magically advance, tech of Axio. Though each continent is also based on a pop culture.
 * Arkalion: Middle earth from lord of the ring with a bit of fairy tail.
 * Alcradia: The fallout world, except less apocalyptic
 * Axio: Earthsea and One piece
 * Askrian: Remnant from rwby, Thedas from dragon age, and Teratus from Tyranny
 * Each of the factions, except Byzalem, Horde, ADF, Reclaimer, Tenko, Ouroboros, Guild, and Cult which are an alliance of races, are based on the numerous races from numerous franchises, mainly fantasy themed.
 * Remlia: Roman Humans, Tiber septim empire from elder scrolls with elements of vinci from rise of legends, and blessed with dragon blood, allied with Trolls, based off the trolls in Discworld and Trolhunter, Lapori, based off the Viera from final fantasy mixed with Romani culture, and Nymphs, based off the fairies
 * Volksgard: Dwarves, particularly from warhammer, warcraft, age of sigmar kharadron overlords, and squats/Leagues of Votann from warhammer 40k based off the German and welsh culture
 * Salkoy: Elves, particularly high, dark, and wood from warhammer, Blood elves from warcraft, and the cardani Elves from Ravenmark Scourge of Estellion based off French and Italian cultures. Though they are, funnily, shorter then the Dwarves, at 4 feet compared to the Dwarves 5 feet.
 * Orcs: Orcs, mainly from warcraft and elder scrolls, with appearance similar to orcs in warhammer and qunari from dragon age with an Africa and Nepal culture.
 * UCA: Werewolves, except kemonomimi, and the worgen from warcraft with elements of the Tuatha Dé Danann from scottish mythology, and based of the USA and Scottish, allied with the Harpies, based off the harpy in mon musu, Ogre, also based off the ogre in mon musu, and the Skarnops, kemonomimi fusion of the ysoki from starfinder and skaven from warhammer
 * Kevros: Russian Humans, Humans from guild wars 2 and Templar battleforce with an android army based off the Novus from universe at war, the droids from star wars, and the robots from fallout
 * Rokhari: Goblins, mainly slime isekai, and hobgoblins, mainly Warhammer but a lot more nobler, mixed with the charr, except based on the ratel, from guild wars 2 and Mongolians fused with elements of rohan from lotr, dothraki from asoiaf, aiel from wheel of time, and fremen from dune
 * Navaheim: Based off the Elves, or alfheimr, from Regalia mixed with the navi from avatar, night Elves from warcraft, and protoss from starcraft with native American, Vietnamese, and Finnish culture.
 * Kyoira: Nekomata, basically a catgirl with two tails, mixed with the sphinx, erune from Granblue fantasy, khajit from elder scrolls, and vampires, with an egyptian and spanish culture, allied with the Kitsune, based off the mythological creature, Tengu, different from the Harpy by having human feet and their wings being on their back instead of their arms, and Minotaur, based off the mythogical creature mixed with the tauren from warcraft but visually resembles the draphs from granblue fantasy
 * Salamander: Lizard kemonomimi, particularly the lizardfolk from warhammer and the argonian from elder scrolls with a Turkish culture
 * Xuanwu: Kappa mixed with elements of the tau from warhammer 40k and the tontatta from one piece with a Chinese and Korean culture
 * Sathspor: Atlantean, particularly dc aquaman, Humans mixed with Vikings, norsca from warhammer, water tribe from avatar the last airbender, and idoneth deepkin from age of sigmar
 * Malkara: Draenei from warcraft mixed with the more porcine like orcs from japan, particularly dragon quest, allied with Gnomes, based off the Gnomes from warcraft, Kobold, a kemonomimi mixture of both Western lizard kobold and Japanese dog kobolds, and Potnia, based off the mothman mixed with butterfly kemonomimi with Malaysian and Thai culture
 * Delteroa: Fauns and Satyrs from greek mythology with some elements from the gnomes in pathfinder and the slyvaneth from age of sigmar with new Zealand and Indonesian culture
 * Kuzeru: Maya, inca, aztec (mayincatec) Humans, mostly teca from Maya and the three, mixed with the alin and coutl from rise of legends
 * Goliath: Goliaths from D&D mixed with the brute from halo and trolls from warcraft with Australian and Irish culture.
 * The EFAW and FTS DLC factions are also based on the numerous races from numerous franchises, mainly sci-fi themed.
 * Wild Hunt: Based off the predator.
 * Collective: Based off the grey goo from the game of the same name, and other blob monsters
 * Combine: The Borg from startrek except psionic mixed with the protoss
 * Federation: Transhumans from earth using solarpunk, a harmonic fusion of nature and machinery, technology and represents what humanity can be
 * Many of these factions' respective technologies, playstyles and weaponries are based on and used by the factions from RTS video games and their modifications, sci-fi, fantasy and science fantasy titles, modern day contemporary Earth, and other media and cultures.
 * Remlia: The empire from total war warhammer mixed with the alliance from warcraft and vinci from rise of legends
 * Volksgard: Dwarfs from total war warhammer, Soviet union from red alert, including mental omega, red alert 20xx and paradox mod, Russia in rise of the red, Wehrmacht in company of heroes 1/2, China and Last bastion in mental omega, Kwai in C&C generals, including untitled, shockwave, Operation Firestorm, and contra mod, Saxony and Rusviet from iron harvest, and UEF from supreme commander
 * Salkoy: Novus from universe at war, bretonnia and wood elves from total war warhammer, night elves from warcraft 3, Polania from iron harvest, GloboTech from Twisted Insurrection, cybran from supreme commander, crusaders from red alert final war, eldar from dawn of war and house ordos from dune
 * Orcs: Panzer elite from company of heroes, oberkommando west from company of heroes 2, kislev from total war warhammer 3, and horde from warcraft.
 * Byzalem: Tower defense games, like kingdom rush, atomic kingdom of china from red alert paradox, mixed with warcraft 3 style hero units
 * Horde: Tower offense games, like anomaly warzone earth, Stukov and Alarak from starcraft coop mixed with supreme commander
 * UCA: USA, from C&C generals (including shockwave, untitled, contra, Operation Firestorm, and rise of the red mods), act of aggression/war, company of heroes 1/2, Usonia from iron harvest, and GDI from C&C
 * Kevros: Terran from starcraft, Swann and Karax from starcraft coop and the Humans in grey goo
 * Rokhari: Hierarchy from universe at war and rohan from battle for middle earth
 * Navaheim: Haihead from mental omega, Yugoslavia from Red Resurrection and wolf clan from battle realms with a bit of GLA from generals
 * ADF: Moba and real time tactical style games, Chimera/task force talon from act of agression/war, Nova and Tychus from starcraft coop, and order of the talon from red alert paradox
 * Reclaimers: Tiberium dawn/red alert 1, 8-bit armies/horde/invaders, Raynor and Zagara from starcraft coop, and the electronical protectorate from red alert paradox
 * Kyoira: Allied nations from red alert, including mental omega, red resurrection, red alert 20xx and paradox mod, aeon illuminate from supreme commander, empire of the rising sun in red alert 3, G-Force from Godzilla, and beta from grey goo
 * Salamander: Han and Horner from starcraft coop, wings of coronia from mental omega, the goo from grey goo, and the scrin from tiberium wars
 * Xuanwu: ECA from rise of the reds, British from company of heroes 1/2, Atomic kingdom of china from red alert paradox, and Cathay from total war warhammer
 * Sathspor: Norsca and orcs from total war warhammer.
 * Tenko: Rebel alliance from empire at war and battle realms
 * Ouroboros: Mensk from starcraft coop, empire from empire at war, and Mediterranean syndicate from red alert paradox
 * Malkara: Japan from age of empires 3, coutl from rise of legend, UAMA from red alert final war, forsaken from twisted insurrection, china from generals, harkonennen from dune, and protoss from starcraft
 * Delteroa: Nod from C&C, GLA from generals, including rise of the red, untitled, Operation Firestorm, shockwave, and contra mod, cartel from act of aggression, and the confederate revolutionaries and vietcong from red alert paradox
 * Kuzeru: Alin from rise of legend, atreides from dune, and novus from universe at war
 * Goliath: Steel legion mechanised from dawn of war unification mod and panzer elite from company of heroes
 * Guilds: Masari from universe at war, Foehn revolt from mental omega, and horde from warcraft 3
 * Cult: Yuri, and by association epsilon army, from red alert 2 and mental omega, zerg from starcraft, and scourge from warcraft 3
 * Each of the continents has different technology level.
 * Arkalion is Napoleonic/wild west era and based off Europe
 * Alcradia ww2/cold war era and based off north Americas and eastern Europe
 * Axio stone age/age of sails era and based off Asia
 * Askrian bronze age/renaissance era and based off the middle east, south Americas, and Oceania
 * Each of the four elemental races are also partially based on a root culture and an RTS style.
 * Earthborn: Pale with ovoid, goat-like, pupils and grey, stone-like scales on parts of their body, based off the the British isle and plays similar to Company of Heroes.
 * Waterborn: Light tan with normal eyes, based off Scandinavia and plays similar to warcraft and starcraft
 * Windborn: Olive with slit, cat-like, pupils and green marking, like tattoos, on their body, based off Asia, particularly japan, and plays similar to dune and command and conquer
 * Fireborn: Black with black sclera and red horns, based off the middle east and plays similar to more mobile factions, like the hierarchy in universe at war.
 * The box art of the game is based on the packaging artwork of Guild Wars (notably the female character in the packaging) and Red Alert 3, with an infantry in the center with surrounding units, with four variants.
 * Arkalion: Legionnaire and Gurkha.
 * Alcradia: Vanguard and Lancelot
 * Axio: Ashigaru and Terracotta Warrior
 * Askrian: Footman and Gaze Dancer