The organization is composed of numerous independent cells throughout the region. Most people consider them benevolent and harmless. They exist much like the Masons visible to all, but subtle in their actions. They are not very large or influential as a whole. This group operates independently of the church, though often with common goals, and many members are members of both. There is an organization known as the Vanguard (of Erathis) spread throughout the vale. No doubt some of the advances those great empires made have been lost. Nobles and merchants (the wealthy) keep things like security, trade and farming at acceptable levels, for their own benefit. Erathis (god of civilization) remains a significant diety in the vale, but the region is ruled by numerous city/states with no common leadership. Both empires built to a peak made advances in metalwork, stonework, agriculture and magic then fell apart for some reason. Rhest re-established trade and safe travel with neighboring regions about 500 years later. The dwarves built most of the roadways, Overlook and the fortress in the pass. Several civilizations have come and gone over the last 1000 years in the vale. Beyond the civilized areas are vast rolling plains with infrequent hillocks and copses of trees.
Every town in the vale is surrounded by numerous farms. Though the borders of the vale are mostly hills, mountains and forests, the heart of the vale is grassy plains for the most part.
This is the dry season, so rainfall is infrequent - but when it comes down, it really comes down. Days are hot (85E to 110E F) and nights warm (60E to 85E F). The forests that stretch across most of the vale's northern reaches are stifling and sweltering hot in the summertime, with not a breath of wind to relieve the oppressive heat Large stretches of the area are quite arid, and the vale is flanked by the vast savannahs stretching for mile after dusty mile. Summers are hot and dry (although punctuated by the occasional intense thunderstorm), and winters are warm and rainy. Several small mountain ranges and dense forests form the vale's borders.Įlsir Vale lies in the subtropical latitudes. The vale stretches almost 250 miles east to west and averages about 70 miles north to south. You can join the discussion on Trench Craventail coming to Total War: Warhammer II on the OC3D Forums.Is a thinly populated human frontier. Once downloaded, you may start a new Eye of the Vortex or Mortal Empires campaign as the Skaven Clan Rictus, led by Tretch Craventail.Ĭlan Rictus will be available for Total War: Warhammer II tomorrow at around 3 PM, the same time as the release of Rise of the Tomb Kings.
Check back to this page then, and click the Download button to get Tretch Craventail for your game for free.
Tretch Craventail will become available on January 23rd at the same time as the Total War: WARHAMMER II – Rise of the Tomb Kings Campaign Pack. Additional Free-LC content is planned for Total War: Warhammer II, though at this time no information about this content is available.
At this time Clan Rictus' Mortal Empire's starting location is unknown.Ĭreative Assembly has already teased two more legendary Lord free DLCs, which are expected to add new Legendary Lords for both the High Elves and Lizardmen. Clan Rictus, unlike other Skaven Clans, is also able to inhabit Frozen terrain, offering a unique starting position near Naggarond in the Eye of the Vortex campaign, bringing the Skaven infestation to a new section of the campaign map. Alongside tomorrow's release of Total War: Warhammer II's Rise of the Tomb Kings DLC, Creative Assembly will be giving all owners of the base game free access to a new Skaven Legendary Lord called Trench Craventail, adding Clan Rictus to the game.Ĭraventail is the embodiment of Skaven cunning and self-preservation instinct with unique perks during ambush battles and after retreating.