
High Elves · Immortal Empires
Knights of Caledor
wh2_dlc15_hef_imrikComes with Imrikfree(Warhammer II)
Faction leader

Imrik
Knights of Caledor
Encamped in the Fortress of Vorag, Imrik ventures into the Dark Lands in search of mighty Drakes to help him restore Caledor’s eminence in the world.
Invocation of Eldrazor: Improves and grants experience to Dragon Princes, Lords and Heroes
Greater Invocation of Vaul: Additional bonuses for Dragon units
Local Recruitment duration: -1 turn for Dragon and Dragon Prince units
Dragon Taming: Seek out the secrets of mighty Dragons or defeat them for their allegiance
Invocation of Eldrazor: Improves and grants experience to Dragon Princes, Lords and Heroes
Greater Invocation of Vaul: Additional bonuses for Dragon units
Local Recruitment duration: -1 turn for Dragon and Dragon Prince units
Dragon Taming: Seek out the secrets of mighty Dragons or defeat them for their allegiance
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"When the mighty Dragons are roused, Caledor shall rise once again." The High Elves, or the Asur as they are known among themselves and other Elves, are a noble people with a long and proud history stretching back beyond a time when men were still fur-clad savages. On their fair isle of Ulthuan in the centre of the Great Ocean, they are far removed from the petty squabbles of the lesser races, practicing magic and the advanced arts of warfare. They train eternally for war, repelling the unending barrage of piracy and raids targeted at their home continent from all malevolent forces. All the while, Malekith and the exiled Dark Elves seek to lay claim to the Phoenix Throne, posing a real and constant threat. Caledor is a mountainous, thinly-populated realm of Ulthuan where mighty Dragons dwell beneath the peaks in an endless slumber. Once, none could stand against Caledor’s Dragon-borne warriors and fearsome Mages in battle, as they soared above the thermals of their land’s sullen volcanoes. Their ruling noble house traces its bloodline back to one of the mightiest ancient Mages, Caledor Dragontamer. Not only was he responsible for the creation of the Great Vortex, but it was also he who first bound the fearsome Drakes of the land to his will. The land took the great Mage’s name, and the distinguished line of the House of Caledor would ascend to the Phoenix Throne only two generations later, after the Phoenix King was poisoned by Malekith in his attempts to seize the throne. With the majority of the noble Princes massacred by Malekith’s followers, Caledor the Conqueror, grandson of Dragontamer, ascended amidst the beginnings of an age of tragedy and conflict. In an eventful reign, he led a fraught but successful defence of Ulthuan from Malekith’s early attempts to reclaim it. The lineage and history of the Dragon Princes of Caledor are great and the martial powers they wrought had previously long been unmatched. But the fury of the land’s volcanoes eventually ebbed and as the peaks lost their fire, the Dragons drifted into slumber becoming ever more difficult to rouse. As the prominence of the Dragons waned, so did the power of the haughty Caledorian Princes, whose grip on the Phoenix Throne slackened and their kingdom drifted out of importance. Imrik is the last of the line of Caledor Dragontamer and Caledor the Conqueror, and the highest noble amongst the current Dragon Princes. Leading the knights of the House of Caledor, he remains one of the few that can wake the Dragons in times of need. Gone are the days when his followers rode into battle atop mighty Fire Drakes, yet Imrik alone fights in the traditional manner of Caledor upon his majestic and fanatically-loyal Dragon, Minaithnir. And fight he does, standing in defence of his homeland and all Ulthuan together with Tyrion and Teclis, themselves descendants of the great house of Aenarion.
Faction effects
Battering rams: +1 per siege item constructed (all armies)
Siege towers: +2 per siege item constructed (all armies)
Sea Lanes journey duration: -1 turns (factionwide)
Underworld Sea travel time: -1 (factionwide)
Stance
Allegiance points gained: +100%
Seductive influence: +250 required for complete seduction
Seductive influence: -5 per turn from race
Source: factions, start_pos_factions and start_pos_regions (campaigns wh3_main_combi and wh3_main_chaos), frontend_faction_leaders and faction_groups, patch 9.0.