Thorns
Gaius Sangrus’ death has thrown Grandur into chaos. The royal house is divided and the two eldest brothers fight for the crown. Valnurrian, the true king, has taken the west of the realm, gathering the desert tribes and chieftains under his banner. His relationship with the Church of Viator has alienated the east of the nation and his brother has used it as a rallying cry as to why he’s not fit for rule. “The Church should not control the ruler of the state,” was cried out across the crowd at Liroshn. Valnurrian’s command has come with a unparalleled blessing as the Mesol Who Won the Throne has come out from exile and has chosen him.
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-Powerful Elites.
-Powerful Generals.
-Gameplay manipulation.
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-Capped at two armies after the civil war.
-Limited Building Production until after the civil war.
-Reliant on Market for Gold.
Max & Market Mechanics
The Grandish player has the unique power of the market. Whether they are playing Thorns or Thistles simply decides their generals and units and does not interact with either of their Civil War or Market mechanics other than with what buildings they start with. The Grandish player is the only player in the game that may sell powers, units or upgrades that do not start with factions, meaning they are the unique place for players getting stronger outside of building mechanics. This means you have to come to them for power and must sway them whenever you need something.
Thorns additionally has a second unique mechanic. Most of their units are limited by max numbers. Due to the Thornian side of the civil war believing in quality over quantity, Hurion and his Elites allow you to unlock an extra tier of strength in the units, allowing you to go over the Max number and unlock new abilities. This Max mechanic is also shown again through Vellia who allows you to trade with Eranith and benefit from each other’s unit pools for different effects.
Thornian Generals
Thornian Generals are some of the most powerful in the game. Many break the rules of the game or are best in class. Due to only starting with one army, these effects are very much needed and while the Civil War ending gives an additional army board, the lack of a third army boosts these abilities.
There are also two generals to unlock through gameplay and 9 units. Below is a small selection of Thorn’s starting units.
Combat Cards
Thorns’ unit composition is a little harder to master than most other factions. Their combat deck shines when their synergies are utilised as their numbers are average, but with their bonuses unlocked, they become a very heavy puncher with reasonable defence.
Thorns’ Mixed Assault is one of the best combat cards in the game and allows the Thorns player to have flexibility and to benefit from buffs in both attack and defence. It gives them a strong anchor both on attack and defence and removes some of the swinging nature that other factions have. The higher defence on their cavalry and Mixed Communications give them some longevity in fights that the other factions miss.