Eaggra

Sentenced by fate to suffer enslavement under the Tha'Roon, the plant-like Eaggra fight to end centuries of bondage. Gathering in Vast numbers, using their intimate knowledge of the land and their tremendous endurance, the Eaggra hope to win freedom by holding out against the Superior warriors of the other races.

Background
The Eaggra are the most abundant of all the races of Yavaun, tied to the land they work, strong and resilient as the trees. Though the Tha'Roon were convinced they subjected the Eaggra through the force of arms, they worked because they love the world and it is by their work that they harness the energy of the earth itself. The Tha'Roon rule by use of Obblinox, and it is only the strength of those warriors that has stemmed the tide of revolution. For a thousand years, the Eaggra have fashioned the bones and sinews of the Empire. All that has been built is the work of Eaggra Artisans.

First War of Yavaun
The revolution, ignited by Tywald Chainbreaker, aims to liberate their species and build their own towns and settlements, to create a free and just nation of their own. Ending the slavery requires the defeat of Tha'Roon and Obblinox oppressors. As Tolk Barkborn sings, a slave fears neither failure nor death, for the pain of this life is greater still. Though the casualties mount, the Eaggra are like the leaves and trees of the forest, innumerable and uncountable. Even the Shama'Li are an obstacle due to their refusal to directly side with the Eaggra at the beginning of the revolution.

The spark that started the conflagration was struck at the Black Pit Lake labor colony, where Tywald Chainbreaker and Colonel Khorn of Faction E19 threw down their tools and attacked the Obblinox guards assigned to the camp. Disposing of them and the wildlife, they used the camp as a staging attack for the subsequent attack on the Obblinox weapons depot at Ghumb. The Eaggra moved swiftly with their rebellion, establishing a more permanent base of operations at the Don'Dien ruins, repulsing attacks from the local Shama'Li tribes.

The Tha'Roon retaliated immediately, targeting work camps that were taken over by rebel Eaggra. Headed by House Mondra, their brutal reprisals resulted in a series of routs that sent the Eaggra rebels into full retreat across the Imperial Nation. The Obblinox were ordered to aid in the culling and prepare forward operating bases against the Shama'Li, with Saw'Sha's Rusty Thunders distinguishing themselves in the early stages of the campaign. However, the slaughter of the Eaggra planted the seed of rebellion in the minds of the Obblinox, disgusted by the effortless destruction of the former slaves. An Obblinox clan defied orders from the Prime Minister, marking themselves for death. Skirmishes with the Tha'Roon and Obblinox continued as the war entered a new phase and the Eaggra liberated more and more work camps in preparation for the migration towards their ancient homeland.

Saw'Sha's Rusty Thunders finally lost faith in the Empire and began a rebellion of their own. Aided by the Shama'Li, who saved Adonna, one of their greatest minds, they launched a covert campaign of espionage. The infiltration of the Penthedium Citadel by the Rusty Thunders proved that they could effectively shield themselves from the Tha'Roon. However, they overplayed their card. Shifting their focus to the Tha'Roon allowed the Eaggra to make their migration and establish an independent nation in the south of the continent, supported by Shama'Li and their efforts in mediating between the rebel Eaggra factions and their brethren reluctant to oppose the Tha'Roon, leading to a formal alliance between the two.

After lulling the Obblinox into a fake sense of security, the Tha'Roon launched a counter-offensive in northern Terache, aimed at subjugating the Obblinox once again. Their assault coincided with a similar offensive by the Eaggra, launched against the twin cities of Albierta and SulDeos. Facing oblivion, the Obblinox relented and surrendered to the Tha'Roon, once again becoming their servants. In a surprising gesture, the Prime Minister of Death spared the lives of the rebel leaders, most importantly Saw'Sha, responsible for masterminding the crucial operations of the rebel cause.

The Shama'Li used the distraction presented by the Obblinox to pursue leads gleaned from Dui'Gren, an Eaggran sage saved by them earlier in the war. His information led them to the place of Dawning, where all four races of Yavaun originated, and from there to the forgotten city of Verda'Oyer, where they recovered the Ascension Tablets. The final battle of the war occurred at the Mount Cardanei University, an ancient stronghold of the Shama'Li and the prophesized place where NagaRom would return. Fearing the return of the Original One and the loss of their position, the Tha'Roon and the newly enslaved Obblinox launched an assault on the University. After a long and bitter battle, the combined Shama'Li and Eaggra garrison were destroyed and the University razed to the ground. NagaRom never returned and those lost at the University became martyrs of the newly formed Servants Under NagaRom.

Though the Shama'Li failed to summon Naga Rom, the all-powerful creator who could reunite the warring groups, the Eaggra succeeded in achieving liberation from Tha'Roon oppression. Many Eaggra formed an alliance with the Shama'Li, and together they called themselves the S.U.N. (Servants Under NagaRom).

Meanwhile, the Tha'Roon had already begun to take steps toward the restoration of their Empire. As the original Prime Minister of Death fell in honorable combat to Druk Angar, House Mondra became the dominant force in imperial politics. They had regained control of the rebellious Obblinox, and collectively the two races were referred to as the Overlords. As the S.U.N. became more complacent, the Overlords extended their powerful military reach, eventually leading to the Second War and the Transportation Event.

Technology
Hardy workers focusing on using reliable technologies, the Eaggra also turned the technology, science, and chemical bio-machinery that the Tha'Roon grafted into their flesh against their masters. Equipment and devices meant to increase production and to keep us in line, were the very items that instilled within them the desire, intense emotions and awareness that cried out for revolution. Complex Tha'Roon systems of chemical and cybernetic enhancements, pharmaceutical based technologies tapping directly into our brains and body chemistry, pushing their physical capacity to a dangerous thresholds were subverted and used to launch the revolution with a stunning degree of success.

Gameplay characteristics

 * Large numbers
 * Great construction ability and efficiency
 * Most powerful Scouts
 * Resistance to terrain movement modifiers
 * Weaker attacks
 * Inferior starting tactical positions
 * Fewer starting structures
 * What special units can this race build?
 * The Scrub, the most skilled and functionally Versatile Worker of the four races.
 * The Druid, a natural spell user manipulates nature, the most violent, chaotic force in Yavaun.
 * The Grenadier, an armoured artillery unit with long range attack capability.

Strategic notes
The Plantation is the heart of every Eaggra community, and is the first structure that should be built, should one not exist. A Watering Hole is needed to hire more Scrubs, and it is possible that Eaggra Heroes will also become available there. Be sure to build enough Greenhouses, at least one for every four units, to house not only your current population, but your projected immigrants as well. Eaggra communities can grow quickly.

Once the three main structures are built, an Artisan is needed in order to progress any further, so set your Scrubs to erecting a Plant, and once you have at least three in your work force, send one to the plant for Training and advancement. With an Artisan in your arsenal, you can then begin to build a Garrison and a Conservatory, which opens the door to creating more militarily advanced, and useful, units like the Scout, Squire, and Druid.

A Scrub can be sent to the Garrison to become a Scout, and with four Scouts, one can return there to be Trained as a Ranger. So long as the Plantation is maintained, a Scrub can also be trained at the Garrison to become a Squire. However, due to the lack of Eaggra experience in such matters, to promote a Squire, Research must be done at a Garrison, and five Squires are necessary to Train just one in the skills of a Knight.

The mystic arts come more naturally to this race, and any Scrub can train at the Conservatory to become a Druid. With Research, and a fellowship of four Druids in play, one can be selected for advanced Training at the Conservatory, to become an Arch Druid. For lower level spell use, a Druid may perform Research at the Conservatory, higher realms of the art require the time and study of an Arch Druid.

The Plant, Artisans and Scrubs are primarily used for further construction. Artisans can create Land Mines, always useful in setting up a defence, and with a Plant, they can construct Barges. Additional Research at a Plant will allow Cruisers and Drones to be built. Trucks can be created by two or more Scrubs, as can Bridges, so long as a Plant is in play. Scrubs are also skilled in the construction of Roads and Walls.