recursal/Fanatic-Fandom huggingface dataset:
Standard

## Description

*Last year a record was set with a Standard Bearer surviving for 14 months, the previous record being just under a year. While it is indeed an honorable and, for a soldier, well paid position, it is also usually of quite short duration. There have been those who have suggested buying an automata from some Enchanter to do the same job. But experiments have proven that automata do not have a positive effect on the troop morale and are difficult to give counter orders once the battle has started. A disastrous experiment with standard bearing automata was performed at the horrendous battle of Griffon Gorge. In an attempt to engage the inferior enemy, the legion tried to cross the river at a known crossing point.Halfway into the crossing scouts noted that the ground had been undermined and the officers ordered a halt. However, the standard bearing automata trudged on and so did the rest of the legion, pressing the front troops out into the river or into the trap. The return of scattered remains of the legion and an unscathed automata proved another disadvantage with not using a proper soldier, because the automata could not be punished afterwards. The Enchanter was of course later charged with and found guilty of reckless spending of Imperial resources. Today most Standard Bearers are Gladiators who have a rather short life expectancy anyway.*

## Stats

* Large Shield
* Local Leadership (1)

Attacks:

 Shortswort
Sentinel

## Description

*The caverns of the Pale Ones are littered with statues and sculptures. Every passage is guarded by silent watchers staring at intruders with a stony cyclops eye. Only surprise and shock can describe the reactions of the first explorers to encounter the living Sentinels of the deeper earth. It is still not known how the dim-witted Pale Ones have managed the magical feat of reanimating the Sentinels. Theories range from necromantic possession to pacts with elemental beings. Most of these theories assume that the Pale Ones themselves are not capable of giving the Sentinels life. This position is flawed and may prove disastrous in the future. Recently a castle at our borders was retaken from the Pale Ones. The gates were defended by living statues almost impervious to our swords, but fortunately the Pale Ones were unable to field missile troops, and eventually the statues were smashed and the castle was liberated.*

## Stats

* Fire Resistance (50)
* Cold Resistance (50)
* Poison Resistance (100)
* Sleep Immunity
* Charm Immunity
* Never Heals
* Pierce Resistance
* Slash Resistance
* Mindless
* Amphibian
* Stationary

Attacks:
Zamzummite

## Description

*The Zamzummite, or the Murmurer, is an Anakite sorcerer and shepherd of the dead. During the Time of Giants they presided at the cultic funerary festivals and the banquets for the dead Rephaite kings. Now they are called by the servants of Ba'al to prepare the world for the second coming of the dark God.*

## Stats

* Shield
* Banishable

Attacks:

 Cast spell
 Staff
Tribal King

## Description

*The Tribal Kings are lesser rulers of the savages of Aztlan. Like their priestly rulers, they enjoy capturing civilized men into slavery. Recent reports confirm that they enslave and torment their own populace as readily as they do foreigners. Elysium will be a better place when the savages are all killed.*

## Stats

* None

Attacks:
Witchs Apprentice

## Description

*It is often deemed wise to root out Witches from the villages while they are still young. Because should they master the art of Witchcraft, they will become very powerful and might just turn the entire population into pigs. When they are still young, they are not powerful at all and there are several good methods to find out who is a Witch. One popular way is to antagonize the girl suspect and if you later become sick you can be pretty sure she is a Witch, because a Witch is always vengeful.*

## Stats

* n/a

Attacks:

 Dagger

## Rituals

The Witch's Apprentice starts out with Lesser Ritual of Mastery, Ritual of Mastery as well as one random first level  Witchery Ritual.
Triton

The Tritons are almost human in appearance, but they have fishlike skin and their legs end in fins. It is likely that the first of this race were human fishermen who were unlucky enough to anger some fish god. The fish god then cursed the fishermen to live forever under the surface and thus the Tritons were born.

HP 7
Strength 4
Morale 5
Magic Resistance 3
Armor 0
Rank Front
Aquatic
Word Selection: airplane

## Language families

European (counts as one family):

* English: airplane, aeroplane, plane

* French: avion, aéroplane

* German: Flugzeug

* Russian: самолёт (samoljót), аэропла́н (aeroplán) [obsolete]

* Spanish: avión, aeroplano

Austronesian (counts as one family):

* Indonesian: pesawat terbang "flying machine", kapal terbang "flying ship", pesawat bersayap tetap

* Filipino: eroplano, eruplano

Other:

* Mandarin: 飞机 (fēijī), 飛行機 (fēixíngjī) [dated]

* Japanese: 飛行機 (hikōki), 航空機 (kōkūki) "aircraft"

* Korean: 비행기 (bihaenggi)

* Vietnamese: máy bay, phi cơ [dated]

* Hindi: विमान (vimān), हवाई जहाज़ (havāī jahāz), वायु-यान (vāyu-yān)

* Telugu: విమానము (vimānamu), విమానం (vimānaṁ)

* Arabic: طَائِرَة‎ (ṭāʾira), طَيَّارَة‎ (ṭayyāra)

* Swahili: ndege, eropleni

* Persian: هواپیما‎ (havâpeymâ), طیاره‎ (tayyâre) [dated]

* Turkish: uçak, tayyare [obsolete]

## Consensus

Language families:

* European, Austronesian, Swahili: 3

* Mandarin, Japanese, Korean, Vietnamese: 4

* Hindi, Telugu: 2

* Arabic, Persian, Turkish: 3

## Notes

* Many languages use the construction "flying machine" using roots from their own vocabulary.

* The Mandarin, Japanese, Korean and Vietnamese words for "airplane" share an etymology which comes from either Mandarin or Japanese. Korean /piɦe̞ŋɡi/ and Mandarin /feɪ̯⁵⁵ ɕiŋ³⁵ t͡ɕi⁵⁵/ [dated] are fairly similar.

* + Mandarin: /feɪ̯⁵⁵ t͡ɕi⁵⁵/, /feɪ̯⁵⁵ ɕiŋ³⁵ t͡ɕi⁵⁵/ "feychi, feyshingchi"

* + Japanese: /çi̥ko̞ːkʲi/ "çikoki, hikoki, shikoki"

* + Korean: /piɦe̞ŋɡi/ "pihenggi"

* + Vietnamese: /fi˧˧ kəː˧˧/ "fikə"
Tzitzimitl

## Description

*The Tzitzimitl is a demon of the Stellar Sphere. Since this is the origin of Angels, most scholars agree that the Tzitzimitl were once divine beings, punished for their sins and banished to some lower plane of existence. In their depraved state they readily accepted the bloody sacrifices and attention of the Priest Kings and fell into further wickedness. Now they have fully succumbed under the sway of evil and are without redemption. The Star Demons are forever cursed with an appearance to match their sins, with huge blue-skinned bodies, scorpion tails, claws for hands and feathered arms. The only thing pure about them are the star crowns placed on their foreheads to forever remind them of what they have lost.*

## Stats

* Banishable

Attacks:

 Claw
Spine Membrane Horror

## Description

*Spine Membrane Horrors appear as brains with a connected spine that flies through the ether on thin membranous wings. They are often accompanied by the Soultorn. It is believed that the Spine Membrane Horrors create Soultorn from human corpses. Horrors are astral beings that feed on the emotions of suffering, lamentation and fear. They have strangely distorted perceptions and their motives cannot be comprehended by sane people. Horrors are often attracted to magic and special care should be taken when performing rituals close to the Void where the Horrors thrive.*

## Stats

* Stealth
* Poison Resistance (100)
* Sleep Immunity
* Ethereal
* Floating
* Amphibian

Attacks:

 Mind Blast
Serpent

## Description

*Smartest among the beasts, the Serpent is not one to be trifled with. It is an excellent climber despite being larger than a human and it likes to hide up in the trees. From there it can ambush unsuspecting humans when they come close and the Serpent's venomous bite makes sure that anyone bitten will not survive for long. The Serpent only hunts during the warm seasons. When it gets cold, it becomes sluggish and only kills those stupid enough to walk straight into its mouth.*

## Stats

* Forest Stealth
* Cold Blooded
* Swamp Move
* Wall Climbing

Attacks:
Troll Magic

## Level 1 Spells

### Curse

* Special effect: Curse
* (magic)
* Area of Effect: burst 1
* Range: 16

### Fortitude

* Special effect: armor +1
* (magic)
* (doesn't affect Ethereal beings)
* (only affects friendly units)
* Area of Effect: burst 5
* Range: 6

### Sleep Cloud

* Sleep
* (magic)
* (magic resistance negates)
* Area of Effect: burst 5
* Range: 6

### Summon Frogs

* Summon: 1-3 Frogs
* (A maximum of about 200 Frogs can be summoned in a single battle)
* (magic)
* Range: 0

## Level 2 Spells

### Enchanted Sleep

* Sleep
* (magic)
* (doesn't affect mindless beings)
* (magic resistance negates)
* (only affects enemy units)
* Area of Effect: burst 25
* Range: 10

### Plague

* Special effect: Disease
* (magic)
* (magic resistance negates)
* (only affects enemy units)
* Area of Effect: burst 25
* Range: 10

### Summon Giant Toad

* Summon: 1 Giant Toad
* (A maximum of about 15 Giant Toads can be summoned in a single battle)
* (magic)
* Range: Targets the edge of the battlefield

### Summon Monster Toad

* Summon: 1 Monster Toad
* (A maximum of about 5 Monster Toads can be summoned in a single battle)
* (magic)
* Range: Targets the edge of the battlefield

### Terror

* Fear: 1-8 vs morale
* (magic)
* (magic resistance negates, but with great difficulty)
* (armor negating)
* (only affects enemy units)
* Area of Effect: burst 25
* Range: 10

## Level 3 Spells

### Slumber of the Stones

* Sleep
* (magic)
* (doesn't affect mindless beings)
* (magic resistance negates)
* Area of Effect: burst 100
* Range: 10
* Takes 2 combat round to cast

### Summon Wolf pack

* Summon: 1-16 Wolves
* (A maximum of about 40 Wolves can be summoned in a single battle)
* (magic)
* Range: Targets the edge of the battlefield

### Dread of Monsters

* Fear: 1-8 vs morale
* (magic)
* (magic resistance negates, but with great difficulty)
* (armor negating)
* (only affects enemy units)
* Area of Effect: burst 100
* Range: 10
Shambler

## Description

*In her 'Bestiarium Oceanica', Ruga lists the many creatures living in the ocean, classified through studies of captured specimens, remains that have washed ashore and the occasional conversations with deep sea creatures. Among the many creatures that plague the shores of the realm, the Shamblers stand out. Their thick carapace-like skin and great strength turns them into a great menace for many villages by the sea. Luckily they do not appear to be too bright and have strange ways of moving sideways when attacking, which is why it is quite possible to outsmart what appears to be a superior force. It has been argued that the Shambler shares some traits with crabs, lobsters and other shellfish. Though their carapace is far softer, experiments with boiling Shamblers have revealed that they do indeed turn somewhat red when cooked.*

## Stats

* Poison Resistance (100)
* Amphibian

Attacks:
Venus Trap

## Description

*The Venus Trap is a dangerous flower that will try to devour anyone that comes within reach. It blends well into the surrounding vegetation and if you are not careful, you may walk straight into a patch of these flowers and not notice until it is too late.*

## Stats

* Forest Stealth
* Pierce Resistance
* Blunt Resistance
* Mindless
* Immobile
* Stationary

Attacks:
Ship

## Description

*This unit is a ship that can transport a number of size 1 units equal to the value of this ability. The ship and any units transported will only pay 1 AP to move one square on the sea.*

## Stats

* Cold Resistance (100)
* Poison Resistance (100)
* Sleep Immunity
* Charm Immunity
* Never Heals
* Pierce Resistance
* Blunt Resistance
* Lifeless
* Ship (20)
* No Zone of Control
* Aquatic
* Slow
* Immobile

Attacks:
Turkey Spirit Doubles

## Description

*The savages under the Priest Kings' rule show now end to their stupidity. Sure, some of the animals they respect, like the jaguar, are fierce and somewhat noble, almost like the lion; but most animals they revere and worship are just ignoble beasts of questionable virtues. Frogs, toads and snakes all have a special place in the minds of the savages, but stranger still is the belief that Nahualli sorcerers can form spiritual bonds to turkeys, or that they can change shape into turkeys. Thus turkeys are reared and fed the best of foods, only to be slaughtered and eaten, should they not fullfill the expectations of its owner.*

## Stats

* Acute Senses
* Flying

Attacks:

 Beak
Serpent Acolyte

## Description

*During the early days of the Empire every town had its own local Serpent Cult. However, through the rise of a very charismatic Serpent Priest, who according to some genealogists was a younger brother to the Emperor Squameus IV, one of the cults came to rise into sole prominence.  At this point the cult was also embraced by the Emperor, who outlawed all other snake cults. Today the Great Snake seems to be sleeping and most people consider the cult to be just an archaic remnant of the Old Empire. However, according to some legal documents they can still claim to be the official cult of the Empire. In the resolution of a recent lawsuit initiated by the Solar Cult, it was concluded that rather than being the sole official Imperial Cult, it is the official Serpent Cult of the Empire, which allows any other types of cult to be freely established. Being a rather archaic cult, the Serpent Cult chooses its acolytes from among a small group of families whenever a child is born carrying the traditional Sign of the Serpent - flaky skin, split tongue or parietal eyes.*

## Stats

* n/a

Attacks:

 Dagger
Zweihander

## Description

*The greatsword was originally not used by the common soldiers in Elysium. However, after a major setback against superior numbers of Hoburghers, a faster way of killing a Hoburgher was needed. With the greatsword it is possible to kill two or even three Hoburghers with a single sweep and turn the tide of battle against smaller foes. This development gave rise to the zweihander troops who wield greatswords and wear heavier armor to compensate for the lack of a shield.*

## Stats

* n/a

Attacks:

¹ f the attack kills its target the leftover damage will immediately carry on to a new attack against another melee target.
Unlife

This is a school of magic which consists of health drain and reanimation spells

 Level 1 Spells

### Bolt of Unlife

* Damage: 1-6 (Magic damage)
* (magic)
* (reanimates victim)
* (doesn't affect inanimate beings)
* (magic reistance negates, but with great difficulty)
* (armor negating)
* Area of Effect: burst 1
* Range: 6

### Drain Life

* Damage: 1-8 Magic
* (magic)
* (drain)
* (doesn't affect inanimate beings)
* (armor negating)
* Area of Effect: burst 1
* Range: 5

### Strength Sap

* Special effect: Weakness
* (magic)
* (doesn't affect Undead)
* (magic resistance negates, but with great difficulty)
* Area of Effect: burst 3
* Range: 8

## Level 2 Spells

### Dark Power

* Damage: 1-7 Magic
* (magic)
* (drain)
* (doesn't affect inanimate beings)
* (armor negating)
* Area of Effect: 3 strikes
* Range: 8

### Finger of Death

* Damage: 1-999 Magic
* (magic)
* (doesn't affect inanimate beings)
* (magic resistance negates, but with great difficulty)
* (armor negating)
* Area of Effect: burst 1
* Range: 8
* Extra effect once target is hit
	+ Special effect: Paralyzation
	+ (strength negates)

### Soul Vortex

* Damage: 1-6 (Magic damage)
* (magic)
* (drain)
* (doesn't affect inanimate beings)
* (armor negating)
* Area of Effect: burst 9
* Range: 5

### Weakness

* Special effect: weakness
* (magic)
* (doesn't affect Undead)
* (magic resistance negates, but with great difficulty)
* Area of Effect: burst 25
* Range: 8

## Level 3 Spells

### Chill of the Dead

* Damage: 1-13 Cold
* (magic)
* (armor negating)
* Area of Effect: burst 25
* Range: 10
* Extra effect once target is hit
	+ Special effect: Weakness
	+ (doesn't affect Undead)
	+ (magic resistance negates, but with great difficulty)

### Symbol of Unlife

* Damage: 1-2 Magic
* (magic)
* (reanimates victim)
* (magic resistance negates)
* (armor negating)
* (only affects enemy units)
* Area of Effect: burst 100
* Range: 10

### Soul Drain

* Damage: 1-6 Magic
* (magic)
* (drain)
* (doesn't affect inanimate beings)
* Area of Effect: entire battlefield
* Range: 10
* This spell takes 2 combat rounds to cast
Storm Drake

## Description

*The young Storm Drake hides in clouds during thunderstorms in order to get close to farms or villages, so that it can capture a goose or two. This seems to be a particular problem in the fall when huge amounts of plump geese and swans are lost to the roaming Storm Drakes.*

Since no one has ever seen an intermediate drake/dragon, there are some speculations that the Storm Drake might gorge itself on birds, small cattle and young humanoids in the fall, and then by winter they pupates in a cloud like material, only to emerge fully grown in a few years later. If you ever travel in those parts, beware of trembling clouds as that may very well be a Storm Dragon emerging from its pupal form.

## Stats

* Shock Resistance (100)
* Flying

Attacks:

 Bite
Markata

## Description

*﻿When dealing with the almost human-like Vanara, you are prone to think that the monkey peoples are almost civilized, but this impression will soon fade. When you finish your business with the human-sized brutes you will sooner or later encounter groups of chittering Markatas that will follow and harass you until you once more interact with monkeys of higher status. The monkey society is highly stratified with the Markatas at the bottom of society. Their mental faculties are barely more advanced than that of rabbits or pigeons and in my opinion it is only due to their racial similarities to the Vanara that they are considered part of the monkey people. The monkey people claim that your deeds in life will grant you a new life in another body upon death, and the Markatas are those punished for a sinful former life. If true, the sheer number of Markatas clearly demonstrates the degenerate behavior of all monkeys.*

## Stats

* Wall Climbing

Attacks:
Ziz

## Description

*The Ziz is a Roc that has died and been reanimated by a Necromantic ritual. The beast is much more useful in its undead form, because it can now drop rocks where the Necromancer wants instead of dropping rocks on random humans.*

## Stats

* Cold Resistance (100)
* Shock Resistance (100)
* Poision Resistance (100)
* Undead
* Sleep Immunity
* Charm Immunity
* Never Heals
* Pierce Resistance
* Banishable (Destroy)
* Mindless
* Causes Fear
* Giant Sized
* Flying

Attacks:

 Bite
Warlock

## Description

*Warlocks were among the first humans to arrive in Elysium. They discovered Elemental power trapped in the gems found deep in the mountains of the land. By freeing this power, the Warlock can create or attract Elemental spirits to serve him. Rubies contain the blazing power of Fire, diamonds the turbulent power of Air and winds, sapphires the mercurial power of Water and emeralds the enduring power of Earth. When the energies of a large number of gems are released, more powerful feats can be performed.*

*The Warlock can call upon a number of very strong and powerful beings to serve him. The Kings and Queens of the Elements are almost as powerful as demon lords and can summon and command lesser Elemental beings. Greater Elemental beings are strong, but often lacking in magical abilities.*

*Abilities:*

* *Starts in a well fortified tower of the elements.*

* *The warlock collects gems from mines.*

* *The warlock can use gems to perform elemental rituals.*

* *Warlocks have different innate powers depending on what element they are associated with.*

## Starting Resources

Units

* 1 Warlock (type determined by the Tower of the Elements' gem yield)
* 1 Warlock's Apprentice
* 12 Spearmen
* 5 Archers

Territory

* 1 Tower of the Elements

## Recruitment List

### Special Recruitment

                       Warlock of Water → Great Warlock of Water
                       Warlock of Air → Great Warlock of Air

In addition to these units, the Warlock will receive special recruitment offers from the Wizard Offers list if he owns a library.

### Spawns

All die expressed for the cost are open-ended dice (when the maximum is rolled, the die is rolled again and added to the total).

## Rituals

* Earth Pact
* Flame Pact
* Storm Pact
* Water Pact
* Greater Earth Pact
* Greater Flame Pact
* Greater Storm Pact
* Greater Water Pact
* Lesser Air Summoning
* Lesser Earth Summoning
* Lesser Fire Summoning
* Lesser Water Summoning
* Circle of Flames
* Curtain of Storms
* Dig
* Enchant Lake
* Greater Air Summoning
* Greater Earth Summoning
* Greater Fire Summoning
* Greater Water Summoning
* Maelstrom
* Summon Champion of Air
* Summon Champion of Earth
* Summon Champion of Fire
* Summon Champion of Water
* Summon Magma Warrior
* Summon Mist Warrior
* Summon Mud Warrior
* Summon Smoke Warrior
* Summon Yeti
* Vafur Flames
* Cloud Castle
* Eternal Pyre
* Fimbul Fortress
* Perpetual Storm
* Primal Maelstrom
* Raise Volcano
* Summon King of Earth
* Summon King of Fire
* Summon Queen of Air
* Summon Queen of Water
* Wheel of Frost and Flames
* Wheel of Storm and Stone
* Wizard's Tower
Undine

## Description

*Undines are spirit entities native to the Elemental Plane of Water. Undines are in many ways similar to the other elemental spirits. They are rarely encountered in Elysium, but they are not uncommon in fishermen's stories. Some scholars suspect that Undines are not as uncommon as we think. Undines, like Sylphs, are social beings. In contact with humans they can be nurturing, or even on the verge of smothering. Several stories tell of fishermen drowning in their loving arms.*

## Stats

* Fire Resistance (50)
* Cold Resistance (100)
* Poison Resistance (100)
* Pierce Resistance
* Slash Resistance
* Blunt Resistance
* Amphibian

Attacks:

 Water Strike
Wight

## Description

*The Wight is a preserved corpse possessed by a spirit of the nether realms. It is not always the spirit associated with the vessel in life that so inhabits it. Be warned that it has a will of its own, although oft well suited to service. The Wight has great physical strength and its flesh is hardened by otherworldly energies.*

## Stats

* Cold Resistance (100)
* Poision Resistance (100)
* Undead
* Sleep Immunity
* Charm Immunity
* Banishable

Attacks:
White Kobold

## Description

*Kobolds are small, mischievous creatures who like to dig, dig and occasionally dig some more. Unfortunately they are not disciplined enough to dig in the same direction. When not digging, they are quite happily breeding, which makes it easy to mistake them for rabbits. Kobolds claim draconic ancestry, a fact which most scholars would dispute. They do however share some traits with the great dragons. Apart from their reptilian appearance they are fully resistant to the element corresponding to the color of their scales.*

The white kobold is associated with the air and is thus protected against lightning. The element of air that is being infused into the eggs also makes them a rather unruly bunch. With empty minds, they tend to roam about causing more disorder than any other kobold. Their leaders are obsessed with the idea of flight. A few years ago there were reports of kobolds fitting artificial wings unto their wingless kin. This went about as well as it would have gone if you put wings on a goat. In order to get light wings, their engineers used parchment. This proved far too tasty for most kobolds, so several of the wings ended up being a late night snack. Some even sampled the wings while trying to fly, with the result one would expect.

The lowest of the kobolds are the casteless kobolds. They exist only to haul stone, dig, breed, dig some more, clean out the nest and to be devoured first by anything with sharp enough teeth and a good appetite.

The common kobold is quite abundant and they often make up the better, no, larger part of their army. However, they are well known for their cowardice, which sometimes get exacerbated by their large numbers.

## Stats

* Shock Resistance (100)
* Expendable Kobold

Attacks:
Totem of Maladies

## Description

*Each of the larger village seems to be protected by a unique statue or decoration carved from a single log of wood. Quite often they have been standing in the village for a long time and are rotten from the inside, being attacked by mice and woodworms. The easiest way to subdue a Barbarian village is to smash the totem, as they call it, with something heavy. Beware of the ones depicting a smiling demon, as they will most likely afflict you with curse and plague. Make sure that you bring a slave that can crush it for you.*

## Stats

* Spirit Sight
* Poison Resistance (100)
* Sleep Immunity
* Never Heals
* Pierce Resistance
* Blunt Resistance
* Amphibian
* Immobile
* Stationary

Attacks:
Joj

"Crazy Redd is the hottest furry." - joj "Fine." - Kaysar

> Talk about a low budget flight.
>
> joj, Moments before dying

joj (AKA "sixjay") is a member of the TDM faction and spends most of his time on the server being flung between different administrators via the /tp command. His main living space is the ravine that the TDM faction is based in.

Alex is currently in possession of an unspecified number of joj's Diaries, despite joj's complaining.
Stewardess of the Lake

## Description

*According to the lore of the White Ones there are akashic realms beyond ours that are inhabited by beings blessed with divine splendor. Some of these beings have chosen to make Elysium their home. The Yakshini can be mistaken for a nymph or water spirit, but is actually a semi-divine being sprung from the akashic realms. Most Yakshinis live in the lakes of southern Elysium where they protect their lands from evildoers. The few that aid the monkey people sometimes return to their lakes turning them into places of wonder and magic.*

## Stats

* Awe (2)
* Ritual Caster
* Amphibian
* Stationary
* gem bonus +1

Attacks:

 Cast Spell
 Kick | 2
Veles

## Description

*One of the basic troops of the Senatorial army. Being drafted from among the poorest in society, they will most often come with just a shield and a javelin. If they survive a few years of service and save up enough loot, they could invest in some armor for the chance to join some of the other troops of the army. Chances are however, that they will desert once they have saved up enough money to buy themselves some decent armor. In any case, they are most likely to either die or gamble their money away, as plebs usually do.*

## Stats

* Shield

Attacks:

 Spear
Sky Priest

## Description

*The tribal kings share their power with blasphemous priests of the six Demon Gods of Aztlan. There are six orders of priests that serve the Priest King and they all undoubtedly practice cannibalism and human sacrifice. A priest able to gather and sacrifice enough slaves will be blessed by his patron god and will rise in power and influence among the savages. The priests of the savages often travels with the armies of the Priest King to bless the soldiers and attack the enemy with spells granted by their patron god.*

## Stats

* Blessed
* Enables Recruitment (Eagle Warrior)

Attacks:

 Dagger

## Rituals

 Ritual of Mastery
 Ritual of Grand Mastery
Tower Guard

## Description

*Tower Guards are a solution to the various wildlife problems in Elysium. Previously the Barons used to man their walls with longbowmen, which is sufficient against Deer attacks, but when the Serpents and Spiders climb up the walls, they are almost useless. The tower guards can fire at long range against a closing enemy necessary and then engage any climbers in melee with their broadswords and shields to make short work of the invaders.*

## Stats

* Shield

Attacks:
Sepulchral

## Description

*According to Dwarven lore, there is a sealed chamber somewhere in the deeper reaches of the earth. It is supposed to be guarded by Ancient Pale Ones armed with glaives with obsidian heads. During our recent excavation of a sealed cave we found a vast tomb filled with statues and mummified corpses of Pale Ones of different sizes. In the deepest part of the tomb was an area where huge mummified Pale Ones in bronze armor and carrying obsidian glaives laid staring at the ceiling above. With the newly gained insight that Pale One practices Necromancy, it is not unlikely that the mummified corpses of these giants are also reanimated. If so, they must have superior knowledge of the deeper earth and should be captured and interrogated by a loyal Necromancer who is able to communicate with the dead. Since the Pale Ones are known to have limited mental faculties, and therefore weak souls, this should prove an easy task, once a loyal Necromancer has been found.*

## Stats

* Cold Resistance (100)
* Poison Resistance (100)
* Undead
* Sleep Immunity
* Charm Immunity
* Banishable (Destroy)
* Amphibian

Attacks:
Stone Drake

## Description

*Stone Drakes are great, lizardlike beings with hardy flesh and a stony carapace. They are closely attuned to the earth and some scholars claim that they originate from the Elemental Plane of Earth. Regardless of their origin, they can be found in kobold lairs or in the service of Warlocks.*

## Stats

* n/a

Attacks:
Tatsu

## Description

The Tatsu is a serpentine dragon with the golden scales of a carp, the head of a camel, the horns of a deer and the claws of a tiger. It is surely as ugly as any monstrosity that serves the Bakemono Kings. The Tatsu seems to be adept in elemental magic, and it can fly through the sky, despite missing wings. It has been suggested that it is their pearl that gives them the ability to fly, but it is more likely that it is their carp scale skin that enables flight. To date no Tatsu has been willing to mould its skin for our sages to inspect, and the Dragon Hunt of last summer was remarkably unsuccesful, with the leader of the expedition being struck by lightning before the alleged mountain abode of the Tatsu was even reached.

## Special properties

* Fire resistance (100)
* Shock Resistance (50)
* Poison Resistance (100)
* Flying
* Amphibian
* Mountain Move

## Attacks

 Poison Breath
 Venomous Bite
Witch

## Description

*In the ages long before the arrival of man, beings of tremendous power roamed Elysium. These beings were the unchallenged lords of the as yet unnamed realm. In time they tired of exploring the land and melded into the earth to sleep. They slumbered for ages and other beings came to the realm. The sounds and laughter of these new inhabitants disturbed the Sleeping Ones and sometimes one of them woke to punish the newcomers. As a result, the Sleeping Ones came to be feared and worshiped by the people of Elysium. The adherents of this old faith are called Witches and are feared by troll and man alike.*

*Witches collect fungi from the marshes and forests of Elysium and use them to brew a decoction pleasant to the Old Ones. The smell of the cauldron makes them hungry and reminds their slow minds of the Time Before, when all was quiet and the land was theirs. In rage and hunger the Old Ones and their servants follow the Witch to reclaim their lands from the noisy, shortlived interlopers.*

*The beings at the Witch's disposal are physically strong and easy to obtain, but most lack ranged attacks. Archers are a crucial supplement. The Witch's ability to collect fungi from forests and swamps provides her with excellent scouting capabilities. The more fungi she uses for summoning monsters, the greater the chance of controlling the summoned creature. It is prudent to use plenty of fungi when summoning an Old One, for they are very dangerous if angered.*

*Abilities:*

* *Witches collect fungi from forests and marshes.*
* *Witches can use fungi to perform magic rituals.*
* *Poison Archers and Lizard Cavalry can be recruited by also spending fungi.*

## Starting Resources

Units

* 1 Witch
* 1 Witch's Apprentice
* 5 Androphag Spearmen
* 5 Androphag Archers
* 1 Androphag Cavalry

Territory

* 1 Tower

## Recruitment List

### Summons

All die expressed for the cost are open-ended dice (when the maximum is rolled, the die is rolled again and added to the total).

In addition to these units, the Witch will receive special recruitment offers from the Wizard Offers list if she owns a library.
Wolf Illusion

## Description

*Looks just like a regular Wolf - if the Wolf was bluish, paper-thin and possible to see through. Though our recommendation is to simply ignore them, there have still been some reports of soldiers who have managed to be wounded by them.*

## Stats

* Spirit Sight
* Poison Resistance (100)
* Sleep Immunity
* Charm Immunity
* Ethereal
* Mindless
* Battle Fast
* Floating

Attacks:
Trebuchet

## Description

*Trebuchets are technologically advanced siege engines popular among Barons and other refined men of of Elysium. Few Barons would field a catapult if a trebuchet was available, unless there was a surplus of cow leather and sinews after some great banquet. Trebuchets take a long time to set up and aim and are only useful when sieging or defending a fortified location. They fire huge loads of boulders and can hit several units with a single volley, but like the catapult they are not very accurate.*

## Stats

* Slow
* Immobile

Attacks:

 Shortsword

¹ This attack is only used versus forts or when defending forts.

² This attack targets a random enemy that isn't neccessarily on the first rank.

³ The attack will often hit an adjacent square instead of exactly where it was aimed.
Stormheart

**Appearance**

StormHeart is a grey, light grey, and dark grey, blue eyed tom with white freckles and a scar on his chest.

Status: Alive

Clan: ShallowClan

Role: Warrior

**Relationships**

Mate: N/A

Parent(s): RobinStar, FireStorm

Sibling(s): HopCloud, ThrushFlight, AutumnThorn (Adoptive), MudPaw (Deceased, Adoptive)

Nibling(s): SwiftRun, FalconStrike, SpottedPelt, CardinalFlight

Crush: Tallwood

**Personality**

Hes a protective, but nice tom, if you get past the first impression, he'd make a great friend to you.

**Trivia**

* His name was originally going to be DeerKit, but the name was already taken.
* Was supposed to be a reincarnation of Stormpaw, RobinStar's deceased brother. But it didn't work out.
* Voice claim is Louis Hynes, an actor in the series A Series Of Unfortunate Events, where he plays Klaus Baudelaire.
* Has 2 Feathers, which symbolize Him and his (deceased)uncle, who he was designed from and named after.

**Credits**

Creator: Zwedned on Scratch
Temple Guard

## Description

*The Temple Guards consider themselves an elite guard that protects the Church from the unbelievers who may wish it harm. While their faith is strong, their discipline is severely lacking and they will follow the first self proclaimed prophet to come along and leave the church undefended without a second thought.*

## Stats

* Blessed

Attacks:
Shikome

## Description

*The Shikome are hags of the Underworld. They are sent to hunt down those who try to escape the Land of the Dead. They appear as mad, starving hags with claws and pointy teeth. Their claws are able to harm and incapacitate ghosts and spirits. Shikome are never given food by their cruel lords and they all have an insatiable appetite for the food of the living. They take every opportunity to feast on flesh or fruits unavailable to them in the halls of the Underworld. Shikome are the personal servants of the lords of the Underworld and are revered by the Oni.*

## Stats

* Banishable
* Spirit Sight

Attacks:

 Ghost Rending Claw
Tengu Weapon Master

## Description

*The Tengu has the appearance of a man with the head, hands and feet of a crow.  It might look hideously ugly, but it is still much more civilized than the Oni, which can be seen in the Tengu's use of sophisticated clothes and weapons. The Tengu is also capable of wielding Storm Magic, with which it can blast its enemies from a distance.*

## Stats

* Army Trainer (+1 xp per month)
* Flying

Attacks:

 Cast spell
 Broadsword
Emile

**Appearance**

A tall, lanky, skinny dusty-golden tom with dark, gloomy, cloudy-blue eyes. He has a long, winding tail, and has large paws.

Status: Alive

Clan: Shallowclan (Previously Rouge)

Role: Warrior

**Relationships**

Mate: N/A

Parent(s): N/A

Sibling(s): GoldenWing (Half-sister)

Brother-in-law: FreckleMint (Deceased)

**Personality**

He dislikes socializing and mingling with others, so much that he will outright reject cats who attempt polite banter. Considerably calm and collected, he prefers to be alone, and he lets others decide what they think of him, though he dislikes gossip about him. He has a reputation for committing acts of violence such as murder, a threat to those in the Twolegplace.

**Trivia**

* He lived in the Twolegplace all his life, until he left to reunite with his kin.
* He will do anything to keep GoldenWing safe, killing if necessary.
* He never had the best relationship with Frecklemint, with anyone, really.
* His favorite flowers are forget-me-nots.
* His head-canon voice is Patrick Seitz, voice of Jeritza from theconsole game, Fire Emblem: Three Houses (2019)

**Quotes**

"I must stay here."

"We---lived in the Twolegplace, together, with Mother and-" A shadow seemed to cross his face at the hesitance of mentioning his father. His father that wanted to capture Grace. His father that developed a warped sense of personality, after they fled into the forest.. "Father. I..killed him."

"He---wanted Grace. He wanted her back, for..something, something I do not know myself. Perhaps..murder. Spite."

His neck twinged. "I...do not wish to speak anymore of this matter." He finished flatly, almost somber."

**Credits**

Creator: SilvEyes18 on Scratch
Toad Warrior (Obsidian Clubsword)

## Description

*From the jungles and marshes of Aztlan reports have emerged of strange and disgusting beings resembling both men and toads. The creatures seems to be revered by the rain-priests of the Aztlan savages regardless of their appearance and we can't disregard the possibility that the priests actually find the ugly brutes attractive and take them as servants, or worse.*

## Stats

* Poison Resistance
* Shield
* Swamp Move

Attacks:
Water Rituals

* 2-4 Lesser Waters
* 1 Water Elemental

1 Costs 22 Sapphires for Warlocks of Water and Champions of Waves, and 20 Sapphires for Great Warlocks of Water and Queens of Water.

## Level 2 Rituals

### Greater Water Summoning (45 Sapphires2)

Summons one of the following:

* 3-5 Undines
* 2-6 Lake Trolls
* 2-6 Lake Troll Warriors
* 3-14 Winter Wolves

### Summon Champion of Water (45 Sapphires2)

Summons one of the following:

* 1 Champion of Waves
* 1 Frost Giant
* 1 Lake Troll King

2 Costs 40 Diamonds for Great Warlocks of Water and Queens of Water.

3 Costs 20 Diamonds, 20 Sapphires for Great Warlocks of Water.

## Level 3 Rituals

### Fimbul Fortress (80 Sapphires)

This ritual transforms a frozen lake into a citadel made of ice. The Fimbul Fortress will spread cold to the surrounding areas and will also serve as a place of power for frost giants. Frost giants will find that the rituals calling their servants are easier to cast here.

Can only be cast in a Frozen Lake.
Yavana Archer

## Description

*According to the lore of the White Ones there are akashic realms beyond ours that are inhabited by beings blessed with divine splendor. The Yavana is a warrior of Svargaloka, higher in rank than the Guhyaka, but not as important as the Gandharva warrior musicians. The Yavanas fight with magic swords or bows given them by the akashic deities.*

## Stats

* Awe (1)

Attacks:
EmberLeap

**Appearance**

A medium-height tabby cat with light reddish-orange fur, black stripes on her back, and a black striped tail, with her front paws white, and light orange eyes.

Status: Deceased

Clan: ShallowClan

Role: Warrior

**Relationships**

Mate: N/A

Parent(s): N/A

Sibling(s): BranchTail

Crush: N/A

**Personality**

Very outgoing and peppy. She was extremely adventurous, and sassily sarcastic, but a little bit of a daredevil. She took on any challenge, whicih would often get her into trouble. She loved other creatures, even dogs, and not being wary of her surroundings was what got her killed.

**Trivia**

* Loud - like, VERY loud
* Was never interested in romance
* When she was younger, she thought it would be very interesting to be a medicine cat

**Quotes**

"Boys are stupid" - apprentice version of the bean

"What are you doing out here?" - literal last words

**Credits**

Creator: hstarlight on Scratch
Winged White Kobold Archer

## Description

*Among the white kobolds there are some who are born with wings, a fact in which they take great pride. These winged ones lack the strength of a true Dragon Spawn, but they still have higher status than most kobolds. They look impressive enough, at least to a common kobold. The winged ones are given bows so they can fly about and harass wildlife, farmers and guardsmen at their whim.*

## Stats

* Shock Resistance (100)
* Flying
* Expendable Kobold

Attacks:
Goosewing

**Appearance**

A light grey tom with a white underbelly and darker grey splotches. He has pale green eyes.

Status: Alive

Clan: ShallowClan (Previously a rouge)

Role: Warrior

**Relationships**

Former Apprentice: StormHeart

Mate: N/A

Parent(s): PhoenixFlight

Sibling(s): GingerStorm (Half-Sister)

Crush: OakNut

Friends: OakNut

**Personality**

He is brave and strong but his heart is in the right place even if his actions aren't.

**Trivia**

* His rouge name was Milo.

**Credits**

Creator: MinecraftKitten2 on scratch
Warlock of Earth

## Description

*Warlocks are uneducated second class mages who study Elemental Magic. To gain magical powers, they make pacts with the Elemental Lords. But Warlocks are not true mages and the powers gained from these pacts are limited. Since the Elemental Lords are at constant war, it is impossible to form powerful pacts with more than one of the elements. The pact will limit what elemental beings a Warlock can summon and many Warlocks use apprentices with weak pacts to compensate. The apprentices are taught how to make lesser pacts and summon elementals opposite of the element of their master. If a Warlock signs a greater pact with an Elemental Lord, he will lose the ability to cast any rituals except from his chosen element.*

## Stats

* Mountain Move

Attacks:

 Staff

## Rituals

* Earth Pact
* Greater Earth Pact
* Lesser Fire Summoning
* Lesser Water Summoning
* Lesser Earth Summoning
* Second level Warlock of Earth Rituals
Vampire

File:Vampire.png

## Description

*The curse of vampirism brings inhuman strength and magical power. If a Necromancer is unwilling to give up certain pleasures of the flesh, vampirism can be preferable to lichcraft. Although inferior in magic, the strength of blood can be quite useful for more physically demanding tasks.*

## Stats

* Cold Resistance (100)
* Poison Resistance (100)
* Undead
* Charm Immunity
* Regeneration
* Immortal
* Slash Resistance
* Blunt Resistance
* Banishable
* Cannot Pass Rivers
* Flying

Attacks:

 Greatsword
 Life Drain
Yogini

## Description

*While most monkeys of the Rakshasa Kingdom have abandoned the wisdom of the White Ones for the false truths of the Rakshasas, there are some who have taken their own path to find the truth. Mimicking the asceticism of the White Ones, some female Bandar have abandoned civilization to live with the atavi tribes in search of ancient truths not found under the yoke of the Rakshasa Kings. Little do they understand that Maya takes many forms, and atavism is just another route to depravity and the downfall of your soul.*

## Stats

* Forest Stealth

Attacks:

 Scepter | 3
War Elephant

## Description

*Being wiser than any other animal the Elephant will not go to war unless provoked into a rage. The monkey people however, are annoying enough to raise the ire of even the humblest of Elephants. Armored and carrying howdahs full of screaming monkeys the Elephants are driven into enemy lines where they cause tremendous damage even to armored knights.*

## Stats

* Trample (4)
* Battle Fast

Attacks:

 Bow | 2
 Gore | 2
Troll Shaman

## Description

*During the first Troll Wars, the Troll Witch Doctors and Shamans caused some confusion among the civilized troops. Although in appearance and action they appeared to be the feared female Trolls, upon closer inspection they turned out to be male. It is uncertain if this was a response to the lack of female Trolls or a survival strategy for the males.
When the Trolls grow older, they will at some point be given their gender. However, since there can only be one Troll King, the rest will either be eaten or if they for some reason, through age or pure luck are wittier they will take on a role that in many ways resemble that of the old female Troll. This does not only limit itself to the use of magic but also the way they act and dress.*

## Stats

* Forest Stealth
* Acute Senses
* Fire Vulnerability (50)
* Regeneration

Attacks:

 Staff

## Rituals

* Lesser Ritual of Mastery
* Ritual of Mastery
* First level Troll Magic Rituals (starts with one random ritual)
Silver Mirror

## Description

*Mirrors are the foundation of the Illusionist's power. Inside the mirrors he can trap magic and images to be released upon enemy armies when the need arises. There are many different kind of mirrors, each one suited for a special type of Illusionism rituals.*

## Stats

* Cold Resistance (100)
* Poison Resistance (100)
* Sleep Immunity
* Charm Immunity
* Never Heals
* Mindless

Attacks:
Void Magic

## Level 2 Spells

* (A maximum of about 10 Spine Membrane Horrors can be summoned in a single battle)
* (magic)
* Range: 3
* This spell takes 2 combat rounds to cast

### Symbols of Insanity

* Special effect: confusion
* (magic)
* (doesn't affect Mindless beings)
* (magic resistance negates)
* (only affects enemy units)
* Area of Effect: burst 100
* Range: 10

### Void Gate

* Summon: 1-4 Mind Slime Horrors
* (A maximum of about 5 Mind Slime Horrors can be summoned in a single battle)
* (magic)
* Range: 3
* This spell takes 2 combat rounds to cast
Shade

## Description

*While the residual spirits of most deceased mortals are weak and bound by the memories of their living past, there are some that embrace their new existence in the Underworld. They form insubstantial bodies of malice and shadow. Aware of their new situation, but bereft of everything they once were, these Shades are empowered by the nature of Hades.*

## Stats

* Stealth
* Spirit Sight
* Cold Resistance (100)
* Poision Resistance (100)
* Undead
* Sleep Immunity
* Charm Immunity
* Ethereal
* Banishable
* Mindless
* Floating

Attacks:
Troll King

## Description

*The Troll King is the most physically powerful warlord of all, capable of conquering entire towns on his own.  His hide is very tough, making him almost immune to attacks from weaker beings like Hoburgs or poorly armed humans.  Should the Troll King be wounded, his powers of regeneration allow him to heal at an extraordinary rate during battle just like his main companions, the trolls.  All trolls have very keen noses and can detect stealthy units like brigands without trouble.*

*The Troll King's mother is a very old and magically proficient crone.  She and the goblin shamans under her tutelage can use fungi to perform magic rituals.  She can also turn ordinary forests into troll forests where the plants and trees themselves will attack anyone foolish enough to enter the woods.  Those who die in troll forests become animated by plants and tree roots and these carrion beasts will wander about and kill anything that gets in their way.*

*Abilities:*

* *The Troll King is very tough.*
* *The Troll King's mother, shamans and witch doctors collect fungi.*
* *Fungi can be used for magic rituals.*
* *Humans recruited at special locations cost twice the gold.*
* *Ancient Forests can be used as citadels.*

## Starting Resources

Units

* 1 Troll King
* 10 Goblins
* In due time, Mum the Old Troll (promotes to Ancient Troll) will join the ranks of the Troll King free of charge.

Territory

* 1 Troll Pit

## Recruitment List

### Special Recruitment

In addition to these units, the Troll King will receive special recruitment offers from the Wizard Offers list if he owns a library.

### Spawns

All die expressed for the cost are open-ended dice (when the maximum is rolled, the die is rolled again and added to the total).