
High Elves · Immortal Empires
Yvresse
wh2_main_hef_yvresseComes with The Warden & The Paunch(Warhammer II)
Faction leader

Eltharion the Grim
Yvresse
Moored in the Black Gulf off the coast of the jeopardous Badlands, Eltharion prepares to strike directly at the heart of the Orc and Goblin menace.
Has access to the Dungeon of Athel Tamarha
Can spread the Mists of Yvresse, cloaking Eltharion and his allies' lands in a defensive shroud
Recruit rank: +3 for Spear Infantry and Ranger units
Invocation of Ladrielle: Grants bonuses to armies and for regions within the Mists of Yvresse
Diplomatic relations: -80 with Greenskins
Has access to the Dungeon of Athel Tamarha
Can spread the Mists of Yvresse, cloaking Eltharion and his allies' lands in a defensive shroud
Recruit rank: +3 for Spear Infantry and Ranger units
Invocation of Ladrielle: Grants bonuses to armies and for regions within the Mists of Yvresse
Diplomatic relations: -80 with Greenskins
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"Tor Yvresse will never fall as long as I still live." From the ten kingdoms of Ulthuan, the High Elves march to war. For millennia they have stood guard over the world, defending it from the predations of Daemons, the worshippers of unholy Gods, and the unthinking meddling of lesser races. Their existence is one of eternal battle, fought with a courage that only they possess. When the Phoenix King issues the call to war, his people gladly answer, for it is not in the High Elves’ nature to pass so easily into history at the hands of their enemies, as they defend their island-haven to the last. On the east coast of Ulthuan is the misty land of Yvresse, a land of mountain foothills, deep coniferous forests and towering cliffs. To many it is considered a bleak coastal realm, but those who call it home see it is as a place as fine as any on the continent; a place of great significance to the whole of Ulthuan due to its eastern position, shielding the haven’s coast from intruders from the Old World. Its Shifting Isles, a cluster of islands just off the coast of Yvresse’s mainland, is an area shrouded in legend. Ancient spells of illusion keep the area covered in mist and each islet is seldom encountered twice in the same spot. This creates treacherous mazes of shoals and sandbars which confuse even High Elf sailors. Yvresse’s only major city is Tor Yvresse, a metropolis which was once as beautiful and grand as any of the Elf cities of old. In the present day, however, many of its mansions are uninhabited and its great amphitheatres stand silent and empty. Its thick, reinforced walls are mighty and deep, but there will likely never be enough warriors to hold them. The tragedy of near annihilation still weighs heavily on the city’s heart, after the wicked Goblin they know as Grom the Paunch invaded long ago. His stupendous horde inflicted unimaginable losses upon the High Elves as he brought the city to its knees. Tor Yvresse’s story would surely have ended with desolation at Grom’s hands were it not for the heroics of one of the greatest Elven generals, Eltharion the Grim. At the crucial moment of the invasion, Eltharion and his hardened troops arrived during the city’s darkest hour to turn the tide of battle against monumental odds. Grom’s army was routed, with the obese Goblin himself chased out of Yvresse. Eltharion, newly-elected as the Warden of Tor Yvresse, followed in his wake, sweeping through the Badlands like a wind of blades to slaughter Warbosses and topple Greenskin fortresses wherever he encountered them. But Grom had escaped, and worse still, Eltharion learned that his reputation had spread so far and wide that Warbosses were actually seeking him out, knowing that "Pointy-‘ead" would "give ‘em a proper fight." Returning to Tor Yvresse, Eltharion began to train its armies and fortify the city as never before. The next time a Waaagh! lands on the shores of Ulthuan, the folk of Yvresse – and their grim Warden – will be ready for them.
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.