recursal/Fanatic-Fandom huggingface dataset:
Down Town

Down Town was the unnoficial name of the city-scape that sprawled in the shadow of Atlantis-in-the-Sky, the floating capital of the Atlantean Empire. It generally houses poor folk and had many a rebellion, which were quickly put down by Altem Guardsmen. Many ministerial functionaries of the Administrator rank maintained comfortable villas outside the walls of Down Town. Some members of the Black Powder Rebels were also stationed there before Karrudan's assassination.

The first thing one would notice about the big city was the richness and variety of its stinks. It had a slaughterhouse, a tannery, and an ironmonger’s yard; an industrial zone, a residential area, cheap tenements, then island-castles of a higher class. There was also a ring of public buildings around a deep, bowllike depression in the ground. This was where the palace-complex of Throne had stood before Tezla levitated it to become the centerpiece of Atlantis-in-the-Sky. The result was commonly called Tezla’s Pit, although it wasn’t quite as dire as Feshku’s place of punishment. The lowest part had been turned into a much-needed reservoir for the city, with the sloping sides supposed to be park land. In actuality, though, the park was filled with crude half structures where the poorest Down Towners lived.

## Organization

The Empire stationed Utem Guardsmen around Down Town, since it's still the Guild's territory. Their short-hafted darts were better suited either as missiles or close-in weapons. And when reversed, their weighted ends worked well as truncheons on obstreperous Down-Towner heads. The dissidents in Down Town were usually found in poorest slums and rat-infested cellars - starving wretches who often flung themselves bare-handed onto Imperial swords.

The murder rate rose in Down Town whenever the dustwinds from Caero blew. The taxes were also different in here - for example, cargo that was destined to be delivered to mages and high-ranking officials passed the initial inspection without any taxes. Rubbish and ordure collected quickly in the public ways, in the poor sections especially - it was one of the hazards of walking patrol in Down Town. But if the streets were cleaner, the guardsmen were much more numerous, not to mention more arrogant - every few blocks seemed to bring an encounter with a new patrol. And when passing Tezla’s Pit, visitors saw the heavy stone walls surrounding the reservoir were thick with guards. The shantytown in the park that was there until 419 Tz had disappeared, replaced with a tent city in military ranks.

There was a tavern called Mills of Circumstance, named after one of Tezla's precepts. Its innkeeper was Perrin, leader of the Rebel forces in Down Town - this is also where the Rebel forces crushed Lord Scarbro's army after Karrudan's assassination triggered an uprising of Down-Towners.

***Atlantis Guild***

1. ↑ Rebel Thunder (Bill McCay), Chapter 2
2. ↑ Rebel Thunder (Bill McCay), Prologue
3. ↑ 3.0 3.1 Rebel Thunder (Bill McCay), Chapter 17
4. ↑ Rebel Thunder (Bill McCay), Chapter 1
5. ↑ Rebel Thunder (Bill McCay), Chapter 4
6. ↑ Rebel Thunder (Bill McCay), Chapter 14
7. ↑ Rebel Thunder (Bill McCay), Chapter 18
Audrick

Audrick, Blaize’s father, was a human government worker for the Atlantis Guild. He preferred to style himself Administrator Audrick, no patronymic, but using his managerial title from the Lesser Ministry. While many ministerial functionaries of his rank maintained comfortable villas outside the walls of Down Town, Audrick maintained what he called “apartments” in an island-castle a brief walk from his offices.

Audrick's apartments were located on the third floor of a five-story building, the rooms represented the edges of respectability at a ruinous rent. For Audrick, who came from among farmer folk upriver on the Roa Vizorr, the only place to live was in the Floating City, Feshku take the expense.

## Personality

Audrick was a stern supporter of the Empire and largely xenophobic to all those who didn't serve under the banner of the Atlantis Guild. He liked to go on long tangents at the family table, complaining about politics and the current day events.  Audrick wouldn’t ever set foot in Down Town. He said it was dangerous, that the people living there were like animals.

## Characteristic

Audrick’s magical abilities were just enough to raise him above the general run of clerks — not exactly a demonstration of superiority over the dust-people ground out by the Mills of Circumstance.

## History

Audrick proposed to Laure, Blaize's future mother in the Public Gardens of Atlantis. Audrick usually set off for work in carefully mended robes, kept because he claimed he was especially fond of his wife’s embroidery on them. However, the true reason for such small economies as these was the tuition fee for the Blaize's education at the Academy. But Administrator Audrick footed the bills for years so that his son could be educated among the best of the Empire. He paid and kept paying, until the Academy’s examiners gave their final judgment on Blaize’s magical potential - he had none.

In 419 Tz, Blaize was appointed Prophet-Magus Karrudan's personal mole in the ranks of Black Powder Rebels - Audrick and Laure had one last family dinner with him and let Blaize stay the night at the family apartments before setting off for Khamsin. Blaize, however, didn't tell them of his mission, saying that he was just being transferred to a new unit. On the morning of the next day, Blaize left.

***Atlantis Guild***

1. ↑ 1.0 1.1 1.2 1.3 Rebel Thunder (Bill McCay), Chapter 2
2. ↑ Rebel Thunder (Bill McCay), Chapter 19
Elroodon Lightfoot

Elroodon leads a Free Army warband consisting of Light Lancers and Light Cavaliers. Elroodon left behind his noble heritage and title to fight in the lowlands and protect the people and allies of the Knights Immortal.

## In tabletop

Better. Stronger. Faster. Sound familiar? Sure: it’s Elroodon Lightfoot’s advantages over a Tough Light Lancer. This unique mounted warrior begins with an initial speed of 8 combined with the Charge special ability, resulting in an incredible move of up to 16 inches! Elroodon has higher attack and defense values than a normal Light Lancer, and that makes it a much better hit­-and-­run combatant. While still a fragile figure that requires the services of a friendly healer to remain effective in a prolonged battle, Elroodon Lightfoot represents the pinnacle of the Knights Immortal’s swift mounted troops.

## Gallery

Miniature from the Lancers expansion.

***Knights Immortal***

1. ↑ 1.0 1.1 https://www.mageknight.net/wp-content/uploads/Mage-Knight-Lore-Expansion-Lancers.pdf
Atlantis Arena

Atlantis Arena was the colliseum of the floating city of Atlantis, placed on the Golden Mile, with raked sand, the rising ranks of polished marble seats and huge crystal statues — Archer, Swordsman, Elf at Bay, and The Wounded Troll. The arena seemed like a vast, shining bowl, concentrating heat and light down upon gladiators during sunny days. The width of the arena was large - about a hundred paces.

Two seats stood out from others - the Imperial Box, where Emperor Nujarek oversees fights in company of loyal guards. Another one was an opening inset like a cave in the gleaming marble, where the Prophet-Magi watch the games — whenever they deigned. Usually when practice is held on the Arena for Atlantean troops any act of cowardice is followed by the twang of crossbow fire from the backup guards posted in the first tier of arena seats targeting Mage Spawn, usually followed by a volley of pointed insults for the guardsmen in need of rescue.

There was a break in the arena wall, a section removed to allow those on the sand to climb up to the first row of seats. Another twelve tiers of seating slabs rose up in concentric oblongs of marble - not enough to accommodate the full population of Atlantis-in-the-Sky, but more than ample for the elite of the Empire.

Surrounding the front of the arena’s curved outer wall was a portico, where the paying customers - or, rather, invited guest - usually entered. The arched facade of the arena, rising in spotless white marble, would have stood out in almost any other milieu, but since it was on the Golden Mile of Atlantis-in-the-Sky, it didn't stand out that much.

## History

In 419 Tz at breakfast, Blaize, along with Utem Guardsman Jacot, recruit Guardsman Colass and pikeman Machau were ordered to train at the Imperial Arena - a "practice" fight of the four Atlanteans against two Mage Spawn - a Werebear and a Werewolf. Blaize took down the Werebear with two crossbow shots but the Werewolf proved tougher, killing Machau and Collas before coming for Blaize. The Altem had to set in motion a gambit with a spear to kill the vicious Mage Spawn, which worked. The whole practice was, in fact, a plan by Prophet-Magus Karrudan, who observed what happened on the arena through a scrying stone, to test Blaize's fighting prowess - other Guardsmen weren't of much interest to him. Blaize has passed the test and was deemed worthy to act as a mole in the ranks of Black Powder Rebels.

***Atlantis Guild***

1. ↑ 1.0 1.1 Rebel Thunder (Bill McCay), Chapter 1
Cloak of Vipers

Sewn together by the orc-wives of the Black Grasses tribes, these cloaks are not magical at all. Woven from brine-snakes - water serpents often found in the drinking holes of the northern Fist - this "cloak of fangs" is a painful and poisonous deterent to any foe that dares go too close.

## In tabletop

Cloak of Vipers is an item-type card with the following effect: The wielder gains the Venom special ability.

***Orc Raiders***

1. ↑ 1.0 1.1 https://www.mageknight.net/wp-content/uploads/Mage-Knight-2.0-Card-Set-Items.pdf
Emillon

Emillon was a human Magus of the Atlantean Empire, under whose command were Blaize, Jacot, Colass and Machau.

## Personality

Emillon was considered an exception to the usual run of mage-officers, who threw their troops into harm’s way as gamesters discard pawns. Even when he looked as if he’d be happy to scuttle off, Emillon nevertheless showed a commander’s responsibility.

## Characteristic

Emillon's hair was carefully coifed, revealing the single Magestone implanted in his forehead—his true sign of rank, marking him as a magic-wielder for the Empire. Golden armor shone over his dull red uniform, but he carried neither his sword nor his magical staff. Emillon was young for an officer, really an Elite Magical Apprentice. The young mage usually presented a pale, ascetic facade to the world. In times of peril, his face looked waxy, the dark roots of his freshly scraped beard showing through the flesh.

## History

Emillon was present at Blaize's report of the faux arena match in 419 Tz, during which Machau died and Colass was seriously injured. He congratulated Blaize on his achievement, pretty much killing the two Mage Spawn alone, but was quickly dismissed by Lord Scarbro.

Several months later, when Blaize returned from his assignment as a mole in the ranks of Black Powder Rebels through a liftgate to Atlantis, Emillon was the one who met him there, seeing that he's glad to see Blaize again in the Floating City.

## Discontinuity

Imperial Magi usually have 2 or more Magestone implants in their heads, but Emillon only had one - this may be because of his elite upbringing, allowing him to skip straight to the rank of a Magus even though by all means he should be a Demi-Magus.

***Atlantis Guild***
Construct of Koranub

The Construct of Koranub is Limited Edition Atlantis Guild Unit. It is a particularly lethal Atlantean Golem created by Koranub of the School of Surok. Magus Surok founded the school in Caero with the intent of blending martial arts and Technomancy into one lethal discipline.

## In tabletop

When the Atlantis Guild set out to build an offensive golem, they do it right! The Construct deals 4 clicks of damage, more than its mass produced cousin, the Incendiary Golem, and over a greater distance. Its 12 inch range allows the Construct to pick off most would be melee attackers before they get close enough for hand to hand combat. It can also take 9 clicks of damage, so if the enemy does close up the distance, they will find that the Construct of Koranub is made of solid stuff. This figure also costs 6 points less than the cheapest Steam Golem. Couple its inexpensive point cost with its 5 ranks of Flame/Lightning, and you will be hard pressed to find a figure that churns out the long range damage more effectively than the Construct.

## Gallery

Miniature from the Whirlwind expansion.

***Atlantis Guild***

1. ↑ 1.0 1.1 https://www.mageknight.net/wp-content/uploads/Mage-Knight-Lore-Expansion-Whirlwind.pdf
Goblins

Goblins are a race of green-skinned, hunching humanoids with pointed, comically long ears. Although similar to Orcs (with whom they also share living and participate in Orcish Raids), Goblins are more lithe in consitution and nimble more on their feet. Goblins are usually pressed to work alongside Orcs, not too willing to throw their lives on the line.

While bunches of Goblins are often seen herded together on the battlefield by warlords for the purpose of being fodder for enemy bolts, the potential of having your own tribe of Goblins is often greatly undervalued. While few creatures have anything to fear from a single Goblin, these smart little creatures learn early on that they are capable of facing dangerous enemies together, as a tribe, through team­work and strategy.

While you wouldn’t expect a Goblin to read a book or sculpt a ceremonial urn for the halls of Atlantis, they are crafty creatures capable of trickery and strategy the common Atlantean would never believe. Often a little half­-hearted when the battle first begins, once the blood starts flowing and the arrows start stinging, these Goblins will do everything in their power to defeat the enemy in the name of bringing the battle to an end ­and thus saving their own skins.

## Biology

Goblins are creatures of rare cunning, but of notoriously bad taste. While many of the more bestial denizens of the Land also enjoy eating things on two legs as well as those that go on four, Goblins are universally shunned due to the horrible flavor of their oily, stringy meat and their overly tough bone structure. Strangely enough, the only creature that will regularly eat a Goblin is another Goblin.

## Culture

Many sages ponder that the act of Goblin cannibalism is a misguided attempt by the subject to consume life essence from their prey. They also argue that the way that a cannibalistic Goblin latches onto their victim and tries to chew off extremities somehow reflects a need for sustenance that it may not be getting from the usual Goblin diet of fish and small game. But the likely truth of the matter, no matter what the esteemed sages of Atlantis think, is that a well­-fed Goblin is a Goblin better prepared for war, winter, and the complex (and often-times deadly) courting ritual that makes up the heart of Goblin society.

Most of the information on Goblins comes from Sage Osprey the Outcast.

### Names

Goblins bear names such as these:

* *Male:* Rayn, Phynn,
* *Female:* Crysta.

## Notable

Notable Goblins
 Boombock | *None* | Alive
 Gishki | *None* | Alive
 Mogga Crackshot | *None* | Alive

## Gallery

Goblin ArcherGoblin CannibalGoblin Volunteer

***Sapient species***
 Alien to the Land

***Orc Raiders***

1. ↑ 1.0 1.1 https://www.mageknight.net/wp-content/uploads/Mage-Knight-Lore-Expansion-Lancers.pdf
2. ↑ https://www.mageknight.net/wp-content/uploads/Mage-Knight-2.0-Card-Set-Domains.pdf
Erithia Starsdawn

Erithia Starsdawn is a Wylden Elf Hero, a female wizard who learned her magic from a strange Arcane Draconum named Foolsbane. She was released as a part of the Dungeons Expansion.

## History

At some point, Erithia was one of three Heroes on an small expedition to an ancient General's underground fortress alongside Norfur Thott and Lord Oren. Erithia was injured when a Satyr named Atrelkos attacked the three, leaving her with a painful knot in her thigh after being headbutted by the Satyr.

## In tabletop

Erithia starts out weak even for a magic user, but you’re purchasing her for her potential. Keep her out of harm’s way, and let the magic fly. Try using her Flame/Lightning attack or her multiple attack option. At her second level she gains Limited Invisibility, so you can be more aggressive with her now, sending her out in the open to operate. Once she has Magic Enhancement (fourth and fifth levels), team her up with another ranged attacker, and let them pick apart the Mage Spawn from afar.

## Gallery

Miniature from the Dungeons expansion.Ditto.

***Heroes***

1. ↑ https://www.mageknight.net/wp-content/uploads/Mage-Knight-Lore-Expansion-Dungeons.pdf
2. ↑ https://www.mageknight.net/wp-content/uploads/Mage-Knight-Lore-Satyr.pdf
Anjou

Anjou, the Lich­-king, is perhaps one of the most terrifying but little-­known enemies of the Land.

From his underground kingdom of Cragsreich he delves in the darkest of magicks and sends out warhosts to plague every nation, tribe, and faction. How far his underground warrens reach, no one is certain. The tale of Anjou tunneling up into the bedrooms of children, dragging them off to serve his armies, is a nightmare story that many parents use to frighten their children when they misbehave. Such tales are being told as far off as Fairhaven and Duncastor now, though that is likely the result of the Lich’s recent visit and the terrible destruction and misery he left in his wake.

1. ↑ https://www.mageknight.net/wp-content/uploads/Mage-Knight-Lore-Expansion-Lancers.pdf
Galeshi Sunsword

Only the greatest of warriors can wield such a legendary weapon; to even gaze upon the Sunsword burns the eyes of the unworthy.

## In tabletop

Galeshi Sunsword is a relic-type card with the following effect: The wielder cannot be the target of ranged combat attacks. The wielder cannot be part of movement formations.

1. ↑ 1.0 1.1 https://www.mageknight.net/wp-content/uploads/Mage-Knight-2.0-Card-Set-Relics.pdf
Caeronn Luckblade

This ancient weapon was originally gifted to the Kosian Priest-Kings by the Oracles. Unknown to the Kos, the Luckblade bore an insidious price - it's wielder cannot attack the Oracles or their Solonavi patrons.

## In tabletop

Caeronn Luckblade is a relic-type card with the following effect: The wielder cannot target figures from the Solonavi faction with close or ranged combat attacks. When the wielder makes a close combat attack, treat any 1s rolled on the attack as 6s.

***Solonavi***
 Minor characters

1. ↑ https://www.mageknight.net/wp-content/uploads/Mage-Knight-2.0-Card-Set-Relics.pdf
2. ↑ https://www.mageknight.net/wp-content/uploads/Mage-Knight-2.0-Card-Set-Relics.pdf
Erratic Winds

>    *Another gust, stronger than the last, buffeted Premor's Dragonfly, setting the Atlantean's technomantic mount spinning despite his best efforts. The craft twirled wing over wing, forcing him to clutch the reins tighter, before thumping to the ground, shattering one wing in the bargain. Enraged, Premor leaped off the ruined machine and disdomained his useless crossbow. A Dwarven fuser spun around, the first to react to an enemy in the Revolutionaries' midst. The Dwarf fired, but his black powder weapon proved inaccurate as the wind dragged the bullet into the side of the ruined glider. With a cruel snarl, Premor reached for his dagger and charged the opponent.*
>
>

If a Bombardment attack drifts, double the drift distance.

1. ↑ https://www.mageknight.net/wp-content/uploads/Mage-Knight-2.0-Card-Set-Domains.pdf
Gamelon

> “Gamelon isn’t just the duty officer of the night guard. He’s my ferret among all these Khamsin rats.”
> - Lord Portarr
>
>

Gamelon was a human Atlantean Magus of Khamsin's Atlantis garrison at Khamita castle. He was quick to anger and vehement towards the Rebels. He was also knowleadgable of the secret ways around Khamsin.

## History

In 419 Tz, Gamelon was stationed at the Khamita Castle of Khamsin, an Atlantean garrison. One day, he met Blaize - an undercover agent of Karrudan serving as a mole in the ranks of Black Powder Rebels. Gamelon was able to spot that Blaize had some magic about him but couldn't pinpoint exactly what kind of - most likely the trace left by Karrudan's sigil. When Blaize had shown it to Gamelon, he was quickly taken to the office of Lord Portarr, the garrison's commander.

Portarr was caught off-duty and angry, but was convinced by Karrudan's sigil, just like his subordinate. Per request, he gave Blaize the schedules detailed unit sizes, routes, and timing for patrols in and around Khamsin for the next week. Blaize memorized the list, jotting down a few notes with a charcoal stick on a paper scrap just to make sure. Blaize then asked fot Portarr to report to Lord Scarbro via mage-writ of the brewing Rebellion in Khamsin, mentioning the Prophet-Magus in his plea - invoking Karrudan would probably ensure that the message was sent. Beyond that, Blaize could only hope that Scarbro would correctly read between the lines. Blaize then was instructed by Gamelon on how to meet him again through a secret passage in the Street of Metalworkers and then was let off.

***Atlantis Guild***
Borryan

Borryan was a zombie who styled himself as a "bandit-king", leading a gang of sentient undead that terrorized settlements. He had a silver hook for his left hand and was quite proud of himself, for even when cornered with certain death he would act full of himself. He had a pet Bone Golem.

## History

At some point during the Unlimited era, Red Oak became occupied by Borryan's zombie bandits, who positioned themselves at the tavern and the temple while also sending hordes of undead patrolling the town. Snow's gang, consisting of him, Byrch, Turrak'din, Khollis and Aurijia shortly came to the town, too, under the orders of Blackwyn, seeking the cache of Magestone hidden in the town's temple. After entering the occupied town, the gang split up - Byrch and Khollis went for the zombie-occupied tavern and Snow, Turrak'din and Aurijia went for the temple, where they met Borryan himself and his "pet" - a Bone Golem. After hard fighting, Snow's gang came out on top, killing Borryan.

With their king dead, the bandits scattered, finally lifting the occupation from the town of Red Oak. Aurijia found the promised magestone under the temple's altar and the gang then went to meet with Blackwyn's forces at Cross Creek.

1. ↑ 1.0 1.1 https://www.mageknight.net/wp-content/uploads/Mage-Knight-Unlimited-Starter-Set-Comic-Book.pdf
Counter spell

Warriors with the wand attack type can use the counter spell proficiency to cause an opposing sorcerer’s spell to fail. To use counter spell, a warrior cannot be in base contact with any opposing able warriors, and it cannot have any action tokens. Counter spell is used during an opponent’s turn; it does not require an action. Announce that you are using counter spell after a target spell’s element or card has been placed on the battlefield, but before the target’s spell text is executed. Only one warrior may attempt to counter a given spell.

The controllers of the casting and countering sorcerers each make a counterspell roll. The casting sorcerer rolls two six-sided dice and adds its unmodified attack value (including attack bonus, if any) to the result. The countering sorcerer rolls one sixsided die and adds its unmodified attack value (including attack bonus, if any) +1 to the result. If the countering sorcerer’s result is greater than the casting sorcerer’s result, the counterspell succeeds and the target spell fails. Return the target spell’s element (if any) to its spell card and put the spell card face down on top of its stack. If the counter spell attempt fails, the target spell resolves normally.

Spells called counterspells enhance a sorcerer’s use of counter spell. Only bookmarked, face-up counterspells may be used. Announce and reveal a counterspell as part of using the counter spell proficiency.

1. ↑ https://www.mageknight.net/wp-content/uploads/Mage-Knight-2.0-Sorcery-Rules-2004.pdf
Djakmaukar

Djakmaujar is a human Atlantean Utem Guardsman, known as a master of the form of the "Killing Blade". Djakmaukar prides himself on keeping promising Utem alive long enough to actually benefit the Empire.

Djakmaukar is an Utem Guardsman of the first order, a man who has lived up to his early aptitude of greatness. Recently, Djakmaukar defeated a Temple Blademaster who made the mistake of underestimating him. Djakmaukar blindsided the Elf, driving the Blademaster back with a series of sudden, shocking blows. Before the Elven warrior could recover, Djakmaukar decapitated him with two shift slashes to the neck.

## Gallery

Miniature from the Rebellion expansion.

***Atlantis Guild***

1. ↑ https://www.mageknight.net/wp-content/uploads/Mage-Knight-Lore-Expansion-Rebellion.pdf
Dragon Mystics

The Dragon Mystics follow the “path of the First Generation”, working endlessly to hone their mastery over magical energies. Unlike other sorcerers who shape their spells on the fly, the Mystics seek perfect control over magic. To that end, the members of the order study spells gathered over centuries from across the Land and understand many as well as their creators. There is no central collection of these arcane writings; the Mystics pass them among their members as widely as possible to ensure the survival of magical knowledge and give all its members access to as many spells as possible.

## In tabletop

The Dragon Mystics subfaction was introduced with the release of the Sorcery expansion. The Dragon Mystics subfaction ability is the following:

**ANCIENT MASTERY:** This warrior can use any spell with an affinity page count, regardless of faction requirement. This warrior uses the affinity page count for all spells in spellbooks it wields.

***Draconum***

1. ↑ https://www.mageknight.net/wp-content/uploads/Mage-Knight-2.0-Sorcery-Rules-2004.pdf
Cave Orcs

The Cave Orcs have their genesis in a number of remote Orc tribes that have taken to dwelling the mountains just north of the Blasted Lands. These tribes fled extinction at the hands of the khan of the Harka tribe more than a century ago, and found sanctuary in a maze of caves created by the great blast. These orcs are immediately distinguishable from the other Orcs of the Fist due to their small stature and size, looking a lot like the Goblins.

While in the caves, they encountered and domesticated a subterranean creature they now call a jebta. Though nowhere near as fleet of foot as many other mounts found in the Land, these Orcs have trained the jebta to fight, and often mount metal claws onto their front hooves to make them more dangerous in battle.

Having stayed underground for centuries, these Cave Orcs are slim of body compared to their steppe­dwelling cousins. They have recently made alliance with the Black Grasses tribes, trading their knowledge of how to ride a jebta for alliance and protection with the larger, stronger surface clans. Snagu, a cave orc scout, took it upon himself to train the Steppe Orcs to ride the jebta. By strengthening the relationship between Cave Orcs and Black Grasses, Snagu hopes to make it possible for all Cave Orcs to one day return home.

***Sapient species***
 Alien to the Land

***Orc Raiders***

1. ↑ https://www.mageknight.net/wp-content/uploads/Mage-Knight-Lore-Expansion-Lancers.pdf
Command

Command is a damage-related combat special ability represented by a grey square with an X in it.

## Mage Knight Dungeons

This warrior may add an activation to your total for the turn. At the beginning of your turn, after treasure chest benefits have been assigned to your Heroes, roll 1 six-sided die for each warrior you control that has Command, and each Mage Spawn that has Command. For every result of 6 you roll, you may make an extra activation this turn. Also at the beginning of your turn, each Demoralized friendly figure in the same tile as or in a square adjacent to a warrior with Command automatically heals 1 click.

## Mage Knight 2.0

This warrior cannot be captured. At the beginning of your command phase, roll one six-sided die. On a result of 6, add one action to your action total for that turn. Also, at the beginning of your command phase, each friendly figure with Demoralized that is in base contact with this warrior is healed of 2 damage.

1. ↑ https://www.mageknight.net/wp-content/uploads/Mage-Knight-Dungeons-Special-Abilities-Card-Version-2-2002.pdf
2. ↑ https://www.mageknight.net/wp-content/uploads/Mage-Knight-2.0-Special-Abilities-Subfaction-Abilities-Card-2003.pdf
Goltusep

A Sect Necromancer who transformed himself into a Zombie in his quest for immortality. He lost his powers in exchange for an additional thousand years of life, which he sees as a good deal.

While most zombies are roughly comparable in combat, differentiated only by their staying power, some few show a definite edge. The zombies created by the necromancer Goltusep, for instance. Goltusep was known for his shadow armor, and some of this strength leeched into the corpses he animated, making them more resistant to steel or magic.

## Gallery

Miniature from the Rebellion expansion.

***Necropolis Sect***
Free Armies

Much to the irritation of the High Elven Council that rules Rivvenheim, a sizable number of High Elven warriors have chosen to leave their Temples before completing their training. For many of these young Elves, all they know about the “mortal lands” is from stories told by returning warriors and pages from outdated history books. By leaving the Temple Masters and joining the Free Armies, these High Elves can play virtuous and chivalric roles within the Land – protecting the weak, destroying tyrants, and ensuring that people of all races can depend upon them in times of need.

## Organization

However, while joining the bands of High Elves fighting in the “Free Armies” is the adventure of a lifetime, every Free Army Elf knows that it is a choice not made lightly—as those that join the Free Armies are forbidden forever to return to the Rivvenheims, and are considered to be disowned by the entirely of the High Elven people. By becoming respected knights within the lowlands, they cast aside all credential with their own people, and may even face the wrath of the warriors of Rivvenheim if they end up choosing the wrong lowlander to back in battle.

## In tabletop

The Free Armies' subfaction ability is the following:

**FORCED MARCH:** Each Free Armies figure in a movement formation with this warrior can use this warrior’s speed value instead of its own.

***Knights Immortal***

1. ↑ https://www.mageknight.net/wp-content/uploads/Mage-Knight-2.0-Special-Abilities-Subfaction-Abilities-Card-2003.pdf
Elven Dueling Blade

> *Gabriel Starsdawn won the duel in three quick strokes - one perfect cut through the Atlantean general's shoulder, one bloody furrow up the rib cage, and then a perfect thrust through his opponent's gaping mouth. While it took only a moment for the severed arm to hit the floor, the general stood upright for nearly thirty seconds before he toppled dead.*
>
>

Elven Dueling Blade is an intricately carved relic sword belonging to Gabriel Starsdawn.

## In tabletop

Elven Dueling Blade is a relic-type card with the following effect: (Optional) Give the wielder a special action and choose a single opposing figure in base contact with the wielder's front arc. Roll one six-sided die and add the wielder's attack bonus (if any); the target's controller rolls a six-sided die. The figure with the highest result deals pushing damage to the other figure equal to the die roll result (only) instead of its damage value.

1. ↑ https://www.mageknight.net/wp-content/uploads/Mage-Knight-2.0-Card-Set-Relics.pdf
Crown of Khamsin

Ever since Tezla's armies put King Khamita and his entire lineage to the sword, no warrior has been able to lay claim to the throne of Khamsin. For the warlord lucky enough to bear this revered crown of rule, however, the Crown of Khamsin inspires fervor among allies and blind hatred among jealous rivals.

## In tabletop

Crown of Khamsin is a relic-type card with the following effect: All Black Powder Revolution figures friendly to the wielder get +1 to their attack, damage and ranged damage values. All opposing Black Powder Revolution figures get +1 to their attack, damage and ranged combat values when targeting the wielder with close or ranged combat attacks.

***Black Powder Rebels***
 Major characters

1. ↑ 1.0 1.1 https://www.mageknight.net/wp-content/uploads/Mage-Knight-2.0-Card-Set-Relics.pdf
Griznik

Griznik was an Orc Slasher who led a bandit gang consisting of fellow Orcs and at least one Feral Bloodsucker. He rode an Ankhar mount, liked killing children and was not very bright. His talking skills were very basic and his vocabulary poor.

## History

Some time ago, Griznik's bandits ambushed a pilgrim caravan in which Aurijia was travelling incognito under the orders from Blackwyn. Griznik took a young girl capture and killed her on spot, while also stealing Aurijia's Ikona from her. After that, Griznik sold the Ikona to Inthatarr for a large sum of money.

Griznik later spent time in a seedy tavern, a seeming oasis in a chaotic world, where he met Aurijia again. After recognizing each other and engaging in a quick fight, Aurijia overpowered Griznik and interrogated him, learning that the Orc sold her Ikona to Inthatarr, who resided in Karroch. The Martyr left the Orc alive so that he would warn Inthatarr of her coming.

***Orc Raiders***

1. ↑ 1.0 1.1 https://www.mageknight.net/wp-content/uploads/Mage-Knight-A-Martyrs-Mission-Web-Series-Comic-Episode-1.pdf
Circle of Nine

Circle of Nine, now known as a Circle in Exile, is the ruling council of the Elemental League, led by Prophet-Priest Tremelen, the voice of the Spirit of Tezla.

## History

When the Crusaders began savaging their way into Elemental territory in 434 Tz, attacking from the north and the west, Prophet-Priest Tremelen, under the orders of the Spirit of Tezla, gave the orders for all loyal Elemental warriors to recall to Roanne Valle – as all-knowing Tezla himself ordered the castle built more than 150 years ago for this very purpose. While many of the Forest Elves obediently headed to the castle, the Trolls, Centaurs and Faeries were outraged at the Forest Elves' cowardice, and vowed to fight for the Land rather than hide in a stone box with the rest of the fools, forming the Wylden Host subfaction.

Following the capture of the Wylden Forest and the siege of Sanctuary by the Dark Crusade, there are many among the Elemental Freeholds who fear that the Elemental cause teeters on the brink of destruction. Though they still support the Spirit of Tezla and the Circle in Exile, the Storm Druids of the Sanctuary share the anger of the Wylden Host at those who have ravaged their homeland. Focusing their rage into growing magical power, Storm Druids can be found both protecting the leadership of the Freeholds and accompanying those who go into the Wylden to retake it from its conquerors.

***Elemental League***
 Minor characters
Bound

Bound is a movement special ability represented by a grey square with an X in it.

## Mage Knight Dungeons

This warrior may make a ranged combat attack for 0 speed points. (Optional) In addition, add 4 to this warrior’s speed value if given an activation when no opposing figures occupy squares adjacent to him. This bonus lasts until the end of the current activation. This warrior only fails to break away on a roll of 1.

## Mage Knight 2.0

Give this warrior a ranged combat action when it is not in base contact with an opposing figure. This warrior can move up to its full speed value and then make a ranged combat attack. This attack does not require an extra action.

1. ↑ https://www.mageknight.net/wp-content/uploads/Mage-Knight-Dungeons-Special-Abilities-Card-Version-2-2002.pdf
2. ↑ https://www.mageknight.net/wp-content/uploads/Mage-Knight-2.0-Special-Abilities-Subfaction-Abilities-Card-2003.pdf
Dragon Gods

The Dragon Gods are a pantheon of deities that are revered by the Draconum as their creators. They have the power to enchant objects, imbuing them with great power - such is the case with the fabled Dragonstar, for example.

The third­-generation Mystic Draconum are priests of the Dragon Gods - they are among the most fanatical of all Draconum. The Draconum believe that the Dragon Gods placed them in the Land countless years ago. Chaining a Draconum is one of the cruelest punishments possible, and many dragon-men still wear their broken chains as a reminder that they were created by the Dragon Gods to be forever free.

## In tabletop

Dragon Gods is a faith domain-type card, with the following ability: The player who puts this Dragon Gods into play, and all players friendly to that player, can win the game only if there are no able opposing warriors on the battlefield when the game ends. All warriors friendly to the player who put this Dragon Gods into play cannot control objectives, though they can still contest objectives, if able.

Draconum warriors friendly to the player who put this Dragon Gods into play are not given action tokens after they resolve close combat attacks if they begin their turns in base contact with their targets.

***Draconum***

1. ↑ https://www.mageknight.net/wp-content/uploads/Mage-Knight-2.0-Card-Set-Relics.pdf
2. ↑ https://www.mageknight.net/wp-content/uploads/Mage-Knight-Lore-Expansion-Rebellion.pdf
3. ↑ https://www.mageknight.net/wp-content/uploads/Mage-Knight-2.0-Card-Set-Domains.pdf
Atrelkos

Atrelkos is a male Satyr minor character who appears in the short story 'Satyr' by Chris Philbrook.
He resided inside of a large underground fortress which had long ago been built by an Ancient General to house artifact's of his glory including giant Statues. Atrelkos claimed ownership of the fortress, referring to it as 'his Dungeon' and defended it against parties of adventuring Heroes.

## Appearance

Atrelkos spent hours every day carefully filing his horns into pristine points to be used as weapons against interloping heroes.

## History

At some point during his occupation of the ancient General's Fortress, Atrelkos successfully ambushed and attacked a group of three adventuring heroes who were exploring his Dungeon. The party was comprised of three Heroes: Norfur Thott, Erithia Starsdawn and Lord Oren. Norfur predicted danger and lead the party inside the hall where Atrelkos lay hidden in wait, though the Troll was still taken surprised by sudden attack by the Satyr. In a matter of moments, Atrelkos horns managed to gouge he flesh of Norfur's leg with a mighty Charge, breaking one of the Troll's leg bones.

Atrelkos successfully dodged Norfurs counterattack which came in the form of a swing from his large staff, and responded with a swift kick to Norfur's arm, leaving it badly bruised. Erithia and Oren also attempted attacks, which Atrelkos also dodged easily while laughing. He responded in kind once more, winding Lord Oren with a swift kick to the midsection and headbutting Erithia's exposed thigh.

Atrelkos then nimbly fled from the three heroes, skipping away into the darkness of his Dungeon completely uninjured, leaving the adventurers to lament their disdain for Satyrs and nurse their injuries.

1. ↑ 1.0 1.1 https://www.mageknight.net/wp-content/uploads/Mage-Knight-Lore-Satyr.pdf
Emperor Nujarek

Emperor Nujarek is the human Atlantean ruler of the Atlantis Empire and the head of the Imperial Legion. After being crowned by the Avatar of Tezla himself, he became the de-facto leader of the Guild.

In the Atlantis Arena Emperor Nujarek oversees the fights in the Imperial Box, surrounded by Altem Guardsmen.

The Great Square of Khamsin, after being subjugated by Atlantean forces, had a big statue of Nujarek erected there - the Khamsins didn't like it, though, and in 419 Tz only the legs of the statue remained. Magus Gamelon also tweaked the statue to send out a signal to the Imperial Garrison if someone did a little ritual on it.

## History

Prophet-Magus Osiras' order for the Atlantean army to etreat from Wolfsgate to defend against the incoming Orc attack stands as a remarkably unpopular decision. Aside from earning the bloody wrath of the Elven Lords – who lost an entire army at Khamsin as result of the Atlantean betrayal – many of the disenfranchised Atlantean warriors jumped at the chance to join with Nujarek's Imperial Legion. Emperor Nujarek refusing the Solonavi's offer of conquest of the Land – in exchange for favors to be named later – makes Nujarek seem to be a man of heroic honor and integrity to many the citizens of Atlantis. His coronation by the Avatar of Tezla, with Tezla placing his own crown on Nujarek's head, stands as a turning point for the warriors of Atlantis.

***Atlantis Guild***

1. ↑ Rebel Thunder (Bill McCay)
Blasted Lands

The Blasted Lands are an arid landscape of uninhabitable plateaus and deserts separating Khamsin and the territories of the Galeshi Sand-tribes. Only the monstrous Mage Spawn live in here. The creatures sometimes make their way out of the Blasted Lands to wild places near Khamsin. The Galeshi sometimes pass through these lands and, as such, know their way around them.

The Blasted Lands are never cold, almost always in high, boiling temperature with scorching winds blasting in and about, and it never rains there, making it all the harsher to survive in these parts. The Blasted Lands also house the infamous Black Pyramid, which lures many heroes to it with it's ancients artifacts. Sapient species that are exposed too long to the Blasted Lands eventually transform into Mage Spawn, too.

For all their danger, the Blasted Lands also house some of the most powerful relics of the Land, such as the Kosian Shieldtome. This ancient tome allowed the Kosian Priest-Kings to survive a dozen of battles unscathed.

## History

While the Elementals were able to hold a solid cordon around the Black Pyramid in the Blasted Lands, there were a few bands of Heroes who managed to breach the Elemental lines and take some of the ancient treasures contained in the ancient temple.

434 Tz was a stunning year for the Orcs of The Fist. As a new Orc leader, Kzar Nabar, rose to power after defeating many of the tribal leaders in death challenges, his deal with the Galeshi peoples to provide them scouts and black powder weapons in exchange for swearing to never lead an attack against their people was a monumental event. Led by Galeshi scouts through the Blasted Lands, Kzar Nabar sacked Prieska, nearly toppled the Citadel of Luxor, and even threatened the great Atlantean city of Rokos. As result of his success in attacking the Atlantean homeland, Prophet-Magus Osiras ordered the armies attacking Khamsin to be recalled back to the Atlantean capitol, costing the Empire a final victory over the hated Revolutionaries.

## In tabletop

Blasted Lands is a terrain domain-type card with the following ability: Remove all terrain from play. When a figure is deployed or reanimated, deal 1 damage to it. Blasted Lands is cancelled by Fen Swamp, River Valley or Wylden Forest terrain domain.

1. ↑ Rebel Thunder (Bill McCay), Chapter 13
2. ↑ 2.0 2.1 https://www.mageknight.net/wp-content/uploads/Mage-Knight-2.0-Card-Set-Domains.pdf
3. ↑ https://www.mageknight.net/wp-content/uploads/Mage-Knight-2.0-Card-Set-Relics.pdf
Decapitator

This magical sword thrives on blood like a hungry vampire; without sustenance, it will eventually turn upon the wielder.

## In tabletop

Decapitator is a relic-type card with the following effect: The wielder gets +1 to its damage value. When making a close combat attack against any target opposing figures, eliminate those figures if the wielder rolls a critical hit. If the wielder rolls a critical miss, eliminate the wielder.

1. ↑ 1.0 1.1 https://www.mageknight.net/wp-content/uploads/Mage-Knight-2.0-Card-Set-Relics.pdf
Gale Bronzeboss

A Shield Maiden from Khamsin who left her noble family to become a mercenary. Gale is not her true name but an alias she took so her family won’t find her and marry her off to Darset Frehr.

## In tabletop

Gale Bronzeboss does everything a Shield Maiden can do­­ - only better. Its initial slot of Defend and a corresponding defense of 17 provide superior protection to friendly warriors in base contact. As with the Shield Maiden figure, this unique figure is only useful in a support role, due to its low damage and attack values. Keep it behind the warriors it is supporting whenever possible to prevent it from taking damage, thus weakening its defense values and limiting its Defend capabilities.

## Gallery

Miniature from the Lancers expansion.

***Black Powder Rebels***
 Major characters

1. ↑ 1.0 1.1 https://www.mageknight.net/wp-content/uploads/Mage-Knight-Lore-Expansion-Lancers.pdf
Cobra's Bite

Target the caster or a single friendly figure in base contact with the caster. The target gains Venom. At the beginning of each command phase, roll two six-sides dice. On a combined result if 2 or 3, Cobra's Bite ends.

1. ↑ https://www.mageknight.net/wp-content/uploads/Mage-Knight-2.0-Card-Set-Spells.pdf
Giant's Wrath

> *Screaming with battle rage, the Dwarven Jarl brought down the axe with magically strength, chopping through the warbeast's body. As if in answer to his deadly stroke, lightning flashed along the axe's haft, blasting the rest of the Orc warband to the earth.*
>
>

Giant's Wrath is a lightning-infused relic axe.

## In tabletop

Giant's Wrath is a relic-type card with the following effect: Give the wielder a close combat action targeting a single opposing figure. If the attack succeeds, deal 1 damage to every opposing figure within a 3" area of effect of the target.

1. ↑ 1.0 1.1 https://www.mageknight.net/wp-content/uploads/Mage-Knight-2.0-Card-Set-Relics.pdf
Colass

Colass was an human Utem Crossbowman, a very fresh recruit of the Atlantis Guild. He was impressionable and awed at his fellow, Blaize, who was an Altem Guardsman.

## History

In 419 Tz at breakfast, Colass, Jacot, Blaize and Machau were ordered to train at the Imperial Arena - a "practice" fight of the four Atlanteans against two Mage Spawn - a Werebear and a Werewolf. Blaize took down the Werebear with two crossbow shots but the Werewolf proved tougher. Colass failed to bring down the Werewolf with his crossbow and shown cowardice when Machau was ripped open by the Mage Spawn, running away - the Werewolf caught up to him and downed him, too. It is unknown whether Colass was killed or just fell uncoscious during the practice. Last Colass was seen was when stretch-bearers gently placed him on the stretch after the battle.

***Atlantis Guild***

1. ↑ 1.0 1.1 Rebel Thunder (Bill McCay), Chapter 1
Forest Alliance

Choose a player. All Elemental Freeholds and Elemental League figures friendly to the player may create formations with one another. Forest Alliance is not ended by Disbelieve.

***Elemental League***
 Minor characters

1. ↑ https://www.mageknight.net/wp-content/uploads/Mage-Knight-2.0-Card-Set-Spells.pdf
Half-Orcs

Half-­Orcs are one of the sapient species that can be found often fighting for the Orc Raiders. Half-Orcs are the result of cross breeding Orcs and Humans, resulting in units such as the Half-Orc Hatcheteer..

## Notable

The only known notable Half-Orc is Lord Patchwork of Halfspire, a Half-Orc advisor to Kzar Nabar who dressed up in foppish clothes and was fascinated with the human world. Patchwork was Nabar’s advisor on all things dealing with human affairs, which would prove very useful given Kzar Nabar's alliance with the Galeshi tribes.

***Sapient species***
 Alien to the Land

***Orc Raiders***

1. ↑ https://www.mageknight.net/wp-content/uploads/Mage-Knight-Lore-Expansion-Uprising.pdf
2. ↑ https://www.mageknight.net/wp-content/uploads/Mage-Knight-Lore-A-Mans-Home-Is-His-Castle-Part-1-and-2.pdf
Gas Toads

Gas Toads are green-skinned, red-eyed toads that emit a baleful smoke. Sometimes used by Elemental League forces in ambushes. While the smoke they emitted was harmful indeed and knocked out most who inhaled it, the toads themselves were peaceful, friendly creatures.

***Elemental League***
 Minor characters

1. ↑ Mage Knight Stolen Destiny #2
Arcane Sight

Target the caster or a single friendly figure in base contact with the caster. The target ignores other figures' Ghostform and Limited Invisibility. Arcane Sight ends if the target makes an unsuccesful ranged combat attack.

1. ↑ https://www.mageknight.net/wp-content/uploads/Mage-Knight-2.0-Card-Set-Spells.pdf