Kalran: Tales of the four nations/Hansion Warband

When the hyperion struck the navaheim, or windborn, felt the mental screams of a million lives, plants, animals, and people. Most of them went crazy in grief, others died from the mental overload. Those who survived fled east, running through Reclaimer firebombs and beserkers, and when the smoke cleared and they resurfaced they saw the horrendous sight. Half of the forest they once protected reduced to ashes and with the ensuring fallout they fled into the cave. And swore vengeance on the fenrirs, for it was their empire that started the war, and began rebuilding. And by the 8th age they Rebuilt their forest home, though tension between them and the UCA remains high, with their army moving through thousands of tunnel networks

Tactics
The navaheim have the strongest infantry, second to none, and the deadliest stealth tactics to misdirect and confuse their foes, despite being limited with bronze tools and weaponry. Their signature tunnel network allowing them to strike from anywhere before their foes even know and their lack of tier system, meaning all of their units are ready to built upon structure creation, makes them an early game powerhouse. But power will wane in the late game as they lack any linebreaker units, forcing them into guerilla fighters, and, despite their deadly infantry, have the second worst vehicles in range and toughness, and will lose in a straight up against other factions equivalent even when upgrade, and their units general short range means that if they get spotted before closing in they either retreat or die.

Technologies
Spiral power

Wind based technology

Illusion magic

Commanders

 * Classic: Guerilla commander Laura (Guerilla tactics)
 * Airforce: rapid response commander Arne (Air raid tactics)
 * Defense: Trap commander Airi (Delaying tactics)
 * Infantry: Sniper commander Simon (Stalker tactics). Voiced by Josey Montana McCoy
 * Armor: Armor assault commander Petra (Assault tactics)

Mechanics

 * Veterency: Unit gains veterancy by salvaging destroyed units. But while it's the fastest veterency compared to others it's also the weakest, a fully upgraded huntress will lose to a UCA riflemen ace in a straight fight
 * Early game dominance: Out of all the factions the navaheim have the strongest early games. Thanks to their lack of a unit tier system, meaning that they have access to all of their units, except for their epics and some commander exclusive units, from the get go, their tunnel network, allowing infantry and vehicle means that they can force their foes on the backfoot in the early game. But beware when the game drags on to the mid to late game, for they lack and late game upgrades or tough heavy hitting units, forcing them to fight in a defensive guerilla warfare. But by end game the will begin to catch up