recursal/Fanatic-Fandom huggingface dataset:
Gladiator

## Description

*Today the gladiatorial games are a cheap imitation of what they once were. What has been described in Imperial literature as a sophisticated, subtle art has been replaced with cheap tricks to entertain the masses. In the past the gladiatorial fights were made to simulate the great battles of the Empire, and Gladiators were dedicated to the art of fighting. In this day and age all they talk about is money, fame and freedom. Still, a Gladiator is a worthy fighter and upon gaining their freedom many are given the chance to join the army as an auxiliary or special troop.*

## Stats

* n/a

Attacks:
Formless Spawn

## Description

*Sometimes the madness and hunger of the void manifests and takes physical form. The Formless Spawn is a shapeless hunger that devours anything alive and consumes bodies and souls alike. The Spawn is not of this world and difficult to harm with the weapons and elements of Elysium.*

## Stats

* Spirit Sight
* Fire Resistance (50)
* Shock Resistance (50)
* Poison Resistance (100)
* Sleep Immunity
* Pierce Resistance
* Slash Resistance
* Blunt Resistance
* Amphibian
* Wall Climbing

Attacks:
Iceclad

## Description

*Some of the veteran soldiers in the Cloud Lord's army are given armor that is made from living ice. Shaped like a breastplate with both arm and shin guards, it protects them well, and curiously enough it will not melt even if attacking foes on the ground in the middle of summer.*

This is solid proof that the Cloud Dwellers are cold in their nature and heart. Though some will argue that air is hot and wet by nature, they are in the wrong. As anyone who has experienced a northern wind or the cold rejection of an Airyan scout will know, air has a coldness to it that will chill you to the spine. The Cloud Dwellers are as cold to touch as they are cold in their hearts, and they will emanate a chill that keeps their armor well cooled.

## Stats

* Cold Resistance (100)
* Shield
* Ice Armor (1)
* Flying

Attacks:
Dragon

## Description

*Dragons love gold and other shiny objects, just like Trolls. They also share the same excellent sense of smell and seem to get along quite well together. The only reason for two such seemingly different species to get along is because they share all other traits. Thus we can also know that Dragons like princesses and have an irrational dislike for Goats. To demonstrate this, a Dragon hatchling and a Goat were placed in the same room, each on its own pile of gold coins. This resulted in the Goat charging the dragon in an attempt to take his gold and thus ruining the demonstration. Note, never use Goats for demonstrations.*

## Stats

* Acute Senses
* Poison Resistance (100)
* Causes Fear
* Giant Sized
* Flying

Attacks:

 Bite¹

¹) Either of these attacks can be used each turn, but not both.
Fire Dragon

## Description

*Who has not seen the head of a dragon hanging above some two-penny count's hearth? The Fire Dragon is the dragon most hunted by knights, and also the dragon that thrives best on mankind. The Fire Dragon is the most prolific of all dragons, and it may be that a nutritious diet of knights and the occasional kidnapped princess gives their hatchlings a good start in life.*

Though many knights are lured into hunting dragons by the promise of obtaining their immeasurable treasures, it is often a false quest. Some survivors have confessed that what they had believed to be gold was just the ember lights from the dragon's fire reflected on its red scales and their caves of red sandstone.

## Stats

* Acute Senses
* Fire Resistance (100)
* Causes Fear
* Giant Sized
* Flying
* Stupid
* Recruitment Chance Boost (Red Kobold Shaman, Red Kobold Sorcerer, Fire Drake)

Attacks:

 Bite
Hag

## 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

* Poison Resistance (100)

Attacks:

 Staff

## Rituals

Retains all Witchery Rituals she had acquired as an Apprentice and Witch as well as gaining access to one random third level ritual.
Effigy

## Description

*Inexperienced merchants travelling the Barbarian realms are sometimes scared by poles from which a dead body stares at them. Closer studies of these bodies show that they are mere effigies made of human and animal parts, string and old clothing, with just enough magic to hold them together and lure a crow or two there. As such they must by completely useless and are only made to feed the barbaric superstitions.*

## Stats

* Poison Resistance (100)
* Sleep Immunity
* Never Heals
* Pierce Resistance
* Causes Fear
* Amphibian
* Immobile
* Stationary

Attacks:
Flame Branded Ballista

## Description

*Every so often the Dwarven mines are beset by ogres, trolls and even giants. As a last line of defense, there is a mixture of guards and arbalests lining the main chamber. This is usually only a way to postpone the inevitable, should the giants have reached that far. However, from time to time a lucky Dwarf might get a fortuitous shot against a giant's head, felling the foul beast. Should this happen, the Dwarf is immediately taken away, given some privileges and training and set to man some of the ancient ballistas. A Dwarven ballista need not hit the head in order to defeat a giant. Despite being vital to the defense of the mines, some have been taken out from the mines in order to be used in sieges against our castles and cities.*

## Stats

* Fire Resistance (50)
* Cold Resistance (50)
* Snow Move
* Slow

Attacks:

 Giant Flame Branded Arrow
 Shortsword

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

² The attack will often hit an adjacent square instead of exactly where it was aimed.
Golden Animal Mirror

## Description

*This enchanted mirror holds up to tfifty phantasms of  animals such as wolves, bears and moose. Up to ten animals appear every time the mirror activates, but one out of every three activations will not summon anything.*

## Stats

* Cold Resistance (100)
* Poison Resistance (100)
* Sleep Immunity
* Charm Immunity
* Never Heals
* Mindless
* Stored Images (50)

Attacks:

 Release Phantasm
Flame Spirit

## Description

*According to most scholars, the Flame Spirit is an entity native to the Elemental Plane of Fire. It is sentient and a powerful wielder of fiery magic.  Flame Spirits are sometimes found in deserts and near volcanoes where their element is strong. No gates into their home plane have yet been encountered, which leads to the conclusion that the spirits somehow spontaneously spawn from intense heat. This is a bothersome thought, since it would imply that concentration of other elements or even wild forests could develop conscience or something akin to a soul.*

## Stats

* Spirit Sight
* Fire Resistance (100)
* Cold Vulnerability (50)
* Poison Resistance (100)
* Sleep Immunity
* Charm Immunity
* Ethereal
* Fire Shield (5)
* Floating

Attacks:

 Flame Strike
Hobmark Defenders

## Description

*Some of the more loyal troops are both better paid and better armored. Though their regular role is to defend the villages and towns, they are given special training to deal with upset Hobmark farmers carrying pitchforks and torches. So far only lesser members of the Markgraf family have been burned at the stake, which has of course been followed with an appropriate response from the Defenders.*

## Stats

* Shield
* Slow

Attacks:
Insect Illusion

## Description

*Looks just like a regular Insect - if the Insect 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
* Air Shield (75)
* Mindless
* Flying

Attacks:
Hoburg Slinger

## Description

*The rural militia is often supported by a group of Hoburgher slingers, who are generally the local poachers banding together for training days. While the militia is a sorry lot, the slingers are instead deadly shots as long as they are sober, which would be a rare find on any given Sunday. However, their poaching gives them more enough time to practice.*

## Stats

* Slow

Attacks:
Giant Crocodile

## Description

*The Crocodile is a slow moving and regal beast. It usually floats in the muddy swamp waters and only opens its mouth when it wants someone to devour. If you see a Crocodile open its mouth you are expected to approach it. If you don't, the Crocodile will be enraged and charge with great speed and ferocity.*

## Stats

* Amphibian
* Swamp Move
* Slow

Attacks:
Fiend of Darkness

## Description

*The Fiend of Darkness is one of the smarter demons. It is not as bloodthirsty as most of them and it is capable of blending into the shadows and become almost undetectable. This is quite a feat for a demon, because most others would instantly attack any living beings they see.*

## Stats

* Stealth
* Fire Resistance (100)
* Banishable
* Flying

Attacks:
Forest Giant

## Description

*Though not really part of the Troll-kin, the Giants that survive into these days feel most closely aligned with the Trolls. The Forest Giants are a bit more reclusive than their cousins, and spend most days wandering the forests longing for the ancient days when their ancestors ruled Elysium. Though smaller than their cousins, they see themselves as the keepers of Giant memories. However, just like most Giants and Trolls, their memory is somewhat lacking and their oratory skills leave something to be desired, which leaves their lore and sagas to be an ever shifting and jumbled mess. The only thing that keeps them from being completely mutated is the rather long lives of most giants.*

## Stats

* Giant Sized

Attacks:

 Throw Boulder
 Great Club
Frost Magic

## Level 1 Spells

### Cold Resistance

* Special effect: Cold Resistance
* (magic)
* Area of Effect: burst 5
* Range: 4

### Freeze

* Damage: 1-8 Cold
* (magic)
* (armor negating)
* Area of Effect: burst 1
* Range: 6

### Frost

* Damage: 1-3 Cold
* (magic)
* (armor negating)
* Area of Effect: burst 3
* Range: 6

### Frozen Heart

* Damage: 1-20 Cold
* (magic)
* (magic resistance negates)
* (armor negating)
* Area of Effect: burst 1
* Range: 6

### Icicle

* Damage: 1-6 Pierce
* (magic)
* Area of Effect: burst 1
* Range: 6
* Extra Effect: burst 1
* Range: 6
* Extra effect if target is affected
	+ Damage: 1-3 Cold
	+ (armor negating)

## Level 2 Spells

### Blizzard

* Damage: 1-3 Cold
* (magic)
* (armor negating)
* Area of Effect: entire battlefield
* Range: 0
* This spell takes 2 combat rounds to cast

### Encase in Ice

* Damage: 1-2 Cold
* (magic)
* (armor negating)
* Area of Effect: burst 5
* Range: 6
* Extra effect if target is affected
	+ Special effect: Imprison in Ice
	+ (magic resistance negates)

### Falling Frost

* Damage: 1-6 Cold
* (magic)
* (armor negating)
* Area of Effect: burst 25
* Range: 10

### Hail Storm

* Damage: 1-4 Blunt
* (magic)
* Area of Effect: entire battlefield
* Range: 10
* This spell takes 2 combat rounds to cast

### Ice Shards

* Damage: 1-12 Pierce
* (magic)
* Area of Effect: 3 strikes
* Range: 6
* Extra effect if target is affected
	+ Damage: 1-3 Cold
	+ (armor negating)

### Winter Ward

* Special effect: Cold Resistance
* (magic)
* Area of Effect: burst 25
* Range: 4
Dusk Dragon

## Description

*Made from shadow and regret, the darkest dragon of them all is the Dusk Dragon. It comes in the night and calls forth tearing shadows and manifest darkness. Still like most dragons it can be defeated by the valiant knights of the realm.*

Their scales are highly fashionable, and most nobles in the southern trade cities pay dearly for a Dusk Dragon scale mail, and it really is a must for the many masquerades in Ravezia. Much so that the prices have soared, and some sell sooted sturgeon scales, as those of the Dusk Dragon.

## Stats

* Stealth
* Acute Senses
* Causes Fear
* Giant Sized
* Flying
* Stupid
* Recruitment Chance Boost (Black Kobold Murderer, Black Kobold Slayer Shaman)

Attacks:

 Bite
Barbarian Swordsman

## Description

*Even iron is by no means abundant with them, as we may gather from the character of their weapons. Only a few have swords, and those who carry a sword are considered to have higher rank than a warrior with an axe. They make no display of ornament, only they are very careful in the colors they use for the devices on their shields. Few possess such a thing as a breastplate, and only a man or two here and there a helmet or headpiece. Their line of battle is drawn up in wedge-shaped columns; to fall back, however, provided only a man comes on again, is held to be good tactics, not cowardice. Even in a defeat they carry off the bodies of their comrades. Throwing away the shield is the crowning disgrace, and a man who has so dishonored himself may neither take part in the rites of religion nor enter the general assembly; many such survivors from the battlefield have been known to end their shame by hanging themselves.*

## Stats

* Shield
* Berserker

Attacks:
Guru

## Description

*The ancient and unfathomable wisdom of the White Ones might not be apparent to the common visitor. Often found meditating and silent, we can only imagine what hidden truths the Gurus have access to. According to the vanara themselves, the Guru is privileged to ancient knowledge gleaned from celestial records hidden by Maya, the false world. As carriers of the truth they ascend mortality itself and their spirits will not die when their bodies meet their end.*

## Stats

* Forest Stealth
* Reincarnation
* Ritual Caster

Attacks:

 Dagger | 2

## Rituals

* Lesser Ritual of Mastery 10
* Ritual of Mastery 60

Level 1

* Lesser Akashic Summoning 30

Level 2

* Akashic Summoning 100
* Akashic Records 2
Dwarf Sapper

## Description

*The simple minds of dwarves revolve around mining and digging and the prospect of never being allowed to dig again scares even the most battle hardened dwarf. This to the detriment of their army composition. Ithas been shown that an disproportionate number of dwarf soldiers have joined the dwarven sappers regiments. Strangely these sappers are armed with crossbows. While no sane commander would equip his crossbowmen with pick axes, the pick axe seems to give comfort to othewise unruly dwarven crossbowmen stressed out by the fact that they are under fire.*

## Stats

* Fire Resistance (50)
* Cold Resistance (50)
* Siege Tunneling (15)
* Mountain Move
* Snow Move

Attacks:
Ice Imps

## Description

*Imps come in all manner of types and colors. Some are capable of casting spells and very useful in combat. Some are less useful in combat but make good scouts. Some are just useless and only want to kill things even though they are lousy at it.*

## Stats

* Fire Vulnerability (50)
* Cold Resistance (100)
* Banishable
* Flying
* Snow Move

Attacks:

 Magic Staff
High Priestess (unit)

## Description

*The High Priestesses have served Ba'al since the time of Giants, when Ba'al was incarnate on earth. When Ba'al and the Giants disappeared, the priestesses led the cult in secret for ages. Now the cult has emerged in the ever-changing lands of Elysium and the priestesses are preparing for the second coming of the dark God.*

## Stats

* n/a

Attacks:

 Dagger

## Rituals

Retains all Baalite Rituals she had acquired as a Hierodule as well as gaining access to Grand Ritual of Mastery and one random second level ritual.
Lake Troll King

## Description

*Most Trolls like damp places at some stage in their life, but some Trolls just can't get enough of it and start to live in lakes instead of the usual damp cellars. As Trolls normally can't breathe water, it is assumed that the Trolls would die underwater if it weren't for their regenerative powers. But after a long time underwater even a relatively daft troll should have learned how to breathe water properly. Just like normal Trolls, the Lake Trolls can be quite aggressive and it is advised to stay well away from their favorite lake. Tossing a gold coin into the lake is not recommended as even a Troll might figure out that the person throwing away perfectly good gold could have more coins on him.*

## Stats

* Acute Senses
* Regeneration
* Amphibian

Attacks:

 Magic Scepter
Fire Elemental

## Description

*Elementals are beings of pure elemental energy given life through magical rituals. The energies used to create an elemental fade when it is damaged and it will never heal.*

## Stats

* Fire Resistance (100)
* Cold Vulnerability (50)
* Poison Resistance (100)
* Sleep Immunity
* Charm Immunity
* Never Heals
* Ethereal
* Mindless
* Fire Shield (3)
* Floating

Attacks:
Elemental Magic

The Elemental school of magic is possessed solely by a Warlock's Apprentice. It is a weak and small school limited to a small variety of first-level spells drawn from the four other elemental schools of magic. These all inflict debuff or damage-over-time effects. When the Warlock's Apprentice performs an Elemental Pact and becomes a true Warlock, they will lose access to this school and instead gain one of the Pyromancy, Hydromancy, Storm Magic or Geomancy schools at level 2.

## Level 1

### Combustion

* Special effect: burn
* (magic)
* Area of Effect: 4 strikes
* Range: 6
* Knowing this spell grants the Burn Forest ability

### Dehydration

* Special effect: paralyzation
* (magic)
* (doesn't affect inanimate beings)
* (strength negates)
* Area of Effect: burst 1
* Range: 8

### Earth Grip

* Special effect: Earth Grip
* (magic)
* (doesn't affect Flying or Floating units)
* Area of Effect: burst 1
* Range: 6

### Gust of Wind

* Damage: 1-3 Blunt
* Area of Effect: burst 5
* Range: 8
* Extra effect if target is affected
	+ Special effect: Stun
	+ (strength negates)
Hydra Illusion

## Description

*Looks just like a regular Hydra - if the Hydra 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
* Regeneration
* Ethereal
* Mindless
* Floating

Attacks:

 Illusory Bite
 Illusory Bite
 Illusory Bite
Knight Illusion

## Description

*Looks just like a regular Knight - if the Knight 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
* Shield
* Mindless
* Battle Fast
* Floating

Attacks:

 Illusory Hoof
 Illusory Sword
Heliodromus

## Description

*One of the more important cults in the imperial army and legal courts is the Cult of the Conquering Sun. Initially it was a cult whose adherents were clerks, judges and other scribes who need daylight for their work, but lately it has won more and more influence in the Senatorial armies. Today their priests claim that the sun and the presence of its priests will lead to unprecedented victories. They started their rise to prominence in the armies  a few decades ago during the wars against the rebellious Necromancer Solidorus, against whom the powers of the Heliodromi were exceedingly efficacious. Any connection between Solidorus and a local chapter of the Sun Cult has been deemed by a legal court to be unwarranted rumors bordering on slander. The order is still struggling to construct a good theological solution to why there is night if the sun is invincible.*

## Stats

* n/a

Attacks:

 Dagger
Goetic Master

## Description

*Those dealing with the Inferno have a great responsibility to not let any Infernal Powers gain a foothold in Elysium. An apprentice will probably only manage to kill himself, but a Goetic Master has the power to destroy Elysium if he should mess up badly. Luckily, Demonologists are known to die early in case they are not very cautious individuals.*

## Stats

* n/a

Attacks:

 Staff

## Rituals

Retains all rituals he had learned as a Cultist and Demonologist as well as gaining access to a random third level Demonology Rituals.
Iron Grafted Golem

## Description

*By complementing a flesh golem with some iron it is possible to overcome a few weaknesses that makes the flesh golem ill suited for combat. The soft flesh is protected by iron plates and the not so dangerous hands are replaced by sharp iron claws. The resulting golem is no longer as well suited for labor, but it is a deadly combat construct instead.*

## Stats

* Shock Resistance (100)
* Poision Resistance (100)
* Sleep Immunity
* Charm Immunity
* Mindless

Attacks:
Elder Enarie

## Description

*Few if any outside of the Barbarian tribes, or even within them, have ever seen the Elder Enarie. Some stories have been told by Barbarian slaves who claim that at this point the Enarie is so addled by communicating with the spirits that they cannot see the real world anymore. Being confined to a smelly hut, those seeking counsel are first questioned by the younger Enarie and only if the question is deemed grave enough would one be allowed in. If the leader is fatally ill, a triad of younger Enaries will ask the spirits for names of oathbreakers in the village. One of those names given will be summoned and thrown into the hut of the Elder Enarie. If the villager's soul is that of an oathbreaker, the Elder Enarie will strike a brass plate and the now sleeping villager is fetched to be sacrificed for the health of the leader.*

## Stats

* n/a

Attacks:

 Fist

## Rituals

* The Elder Enarie retains all knowledge gaines as Spirit Guide and Enarie as well as gaining access to Army of Legends (the only third level Barbarian Ritual).
Ember Warrior

## Description

*The elemental warriors reside on the elemental planes and are normally never encountered in Elysium.Unlike the elementals, the elemental warriors are not made from entirely elemental powers and can interact with the non elemental worlds more easily.*

## Stats

* Fire Resistance (100)
* Cold Vulnerability (50)
* Poison Resistance (100)

Attacks:
Illusionist (unit)

## Description

*The most untrustworthy of all the magicians in this realm, the Illusionist is a spinner of lies, a charlatan and a confidence artist caught in his own web of lies. Aegeus has written in his "Encyclopediae of Magic Theory" that Illusionism in no way fills the criteria of being a magical art, but should rather be seen as a form of advanced deception. Though some have argued that the definition has to be broader than that of Aegeus, almost everyone has some experience with amateur tricks wrought by back room tricksters. Who among you have not lost money on a card that you were certain had been played already, or come home with a shriveled pumpkin which was just a sorry reflection of the majestically plump specimen you bought at the market? If that is considered magic, Elysium would soon overflow with second-rate magicians. The best way to counter the Illusionists' mind tricks is to simply ignore and disbelieve anything they say or do.*

## Stats

* Stealth

Attacks:

 Fist

## Rituals

* Lesser Ritual of Mastery
* Ritual of Mastery
* Ritual of Grand Mastery
* First level Illusionist Rituals
* Second level Illusionist Rituals
Enchanter (unit)

## Description

*Many consider the Enchanter to be a combination of craftsman, artist and charlatan rather than a true mage. He forms objects by hand and then tricks them to start moving around and when an object has started moving, it will never go back to being an inanimate object again. If Enchanters were allowed to spread, Elysium would soon be thrown into chaos with ordinary objects trying to take the place of the living and not staying still like they are supposed to. Even if the Enchanter is not a respected mage, you should be vary of his creations. A walking iron mine is just as hard to destroy as you might imagine, and it will destroy everything that tries to hinder it.*

## Stats

* n/a

Attacks:

 Hammer

## Rituals

* Lesser Ritual of Mastery
* Ritual of Mastery
* Ritual of Grand Mastery
* First level Enchantment Rituals
* Second level Enchantment Rituals
Elder Druid

## Description

*The Elder Druid has mastered the way of controlling nature and the beasts that live in the wilds. Through the ancient forests his power can influence the entire continent and powerful beasts that have not been seen in ages can be summoned. The power of the nature is great enough, that the Elder Druid should not have much trouble bringing the entire Elysium under his rule once all of the wilds are under his command.*

## Stats

* Forest Stealth
* Animal Forest Stealth

Attacks:

 Sickle

## Rituals

* Lesser Ritual of Mastery
* Ritual of Mastery
* Ritual of Grand Mastery
* First level Druidism Rituals
* Second level Druidism Rituals
* Third level Druidism Rituals (gains one random ritual on promotion)
Flame Branded Arbalest

## Description

*Some especially nasty Dwarves fire magic bolts with their already powerful arbalests. Normally enchantments would be made on the weapon to make it magic, but the Dwarves seem to enchant the Dwarf itself instead. This backward method of enchantment explains why dwarven weapons claimed from the battlefield never fire any magic bolts when used by humans.*

## Stats

* Fire Resistance (50)
* Cold Resistance (50)
* Mountain Move
* Snow Move

Attacks:

 Dagger
Giant Illusion

## Description

*Looks just like a regular Giant - if the Giant 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
* Giant Sized
* Floating

Attacks:
Garnet Priestess

## Description

*There are four major tribes of amazons, each named after a different type of gemstone. The garnet amazons run some sort of fire cult where being burned is an important thing. None of the tribes are more than half civilized and they use only weapons that are simple to create and in battle they lack both discipline and tactics. Their armies consist of only women and actually no males at all have been sighted among them. It is probable that they are like dwarves but in reverse, a single male that runs a colony of female amazons.*

## Stats

* Fire Resistance (100)
* Enables Recruitment (Garnet Sorceress, Garnet Amazon)

Attacks:

 Spear
Dryad Queen

## Description

*In the wild forests of Elysium strange half-men roam. Since time immemorial they have lived untamed and free. But when man came to Elysium the old ways changed. The wild half-men were exposed to the gifts of civilization and try to impose a culture not theirs on their brethren. Scripture, metal working and less useful traits of human culture have diluted the ancient ways of the half-men. Now the Queen of the Wild, a Dryad priestess of remarkable power is gathering her flock, regardless of he wishes of the Centaur Sages, to expel the humans and make Elysium what it once was, beautiful and untamed.*

*In the sacred groves of Gala wild half-men appear. They are wild and undisciplined, but they can be armed and trained to fight in an orderly fashion. Most of them are prone to go berserk and centaurs often abandon their bows to fight in melee if wounded. If brought to a castle, citadel or city the wild ones can be educated and equipped with armaments of human manufacture. Thus it is important for the half-men to ensure a steady income of iron and gold. Still, most of the armies of the Dryad Queen is comprised of animals and wild half-men barely able to tell one end of a spear from the other.*

Abilities:

* The Dryad Queen can not buy troops (including at most special locations).
* Satyrs and Harpies appear for free in sacred groves.
* Centaurs and Minotaurs appear for free in sacred groves if a centaur or minotaur commander is present.
* Free units can be upgraded in sacred groves, castles and cities for gold and iron.
* The Dryad Queen collect herbs from forests.
* The Dryad Queen use herbs to create sacred groves and summon animals.

## Starting Troops

* 1 Dryad Queen
* 1 Satyr Commander
* 5 Satyr Javelinists
* 5 Satyr Warriors
* 1 Harpy

( Note : Sometimes the starting troops you get will be randomly generated. you may get some extra Satyrs, or you may lose some javelinists, or you may not have a harpy at all. most likely RNG )

## Recruits

Rather than recruiting units directly, the Dryad Queen upgrades base Satyrs, Centaurs, Centaurides, Minotaurs and Harpies at recruit locations.

Sacred Grove upgrades are also available in castles and cities

Castle upgrades are also available in cities.

## Rituals

Numbers specified for dice rolls use exploded/open ended die:
Gramps

## Description

*If you have been invited into the Pit of the Troll King, or more likely, being carried there in a bag, you might feel the very ground rumbling, as if something huge and ancient was snoring deep underground. This is Gramps, the Ageless Troll, who has slept for centuries. Pray that he doesn't awaken.*

*His prodigious nose is the largest in all of the Trolldom, and it grows by every passing century. Since no one has dared to enter his moss-covered chamber to check on his nose, no one knows how large it really is. Trolls across the trolldom regularly pull their noses in hope of getting noses as long as Gramps'.*

*Gramps is the father of Mum and grandfather of the Troll King. He is older than any other troll, older even than magic itself, according to his daughter, and she should know. His powers are not bound by magic traditions such as troll magic and he reputedly just wills things, such as storms and earthquakes, to happen.*

## Stats

* Acute Senses
* Fire Vulnerability (50)
* Deep Sleeper (10)
* Charm Immunity
* Regeneration
* Giant Sized
* Swamp Move

Attacks:

 Cane

## Rituals

* Lesser Ritual of Mastery
* Ritual of Mastery
* Ritual of Grand Mastery
* First level Troll Magic Rituals (starts with one random ritual)
* Second level Troll Magic Rituals (starts with one random ritual)
* Third level Troll Magic Rituals (Starts with one random ritual)
Floating Eye

## Description

*The only known feat of magic that the Illusionist can truly claim is the ability to conjure invisible eyes by which he can spy on the private lives of regular citizens, shying away from neither bedrooms nor privies. In order to create such eyes, a mixture of soap and mercury is heated in a rune-covered retort until they are both vaporized. The vapors are then carefully blown through a long silver straw until a bubble forms at the tip. It is then left to dry in the reflection of the sun in 13 small concave silver mirrors. As the bubble is heated it will float upwards and out in the world.*

## Stats

* Invisible
* Spirit Sight
* Ethereal
* Mindless
* Non Combatant
* Flying
* Stupid

Attacks:
Jade Sorcery

This school of magic focuses on dealing poison damage, and buffing allies with Poison Resistance and Regeneration

## Level 1 Spells

### Poison Bolts

* Damage: 1-8 Poison
* (magic)
* (armor negating)
* Area of Effect: 3 strikes
* Range: 6

### Poison Resistance

* Special effect: Poison Resistance
* (magic)
* Area of Effect: burst 3
* Range: 4

### Regeneration

* Special effect: Regeneration
* (magic)
* (doesn't affect inanimate beings)
* Area of Effect: burst 1
* Range: 6

### Venom

* Damage: 1-20 Poison
* (magic)
* (armor negating)
* Area of Effect: burst 1
* Range: 6

## Level 2 Spells

### Hydra's Blessing

* Special effect: Regeneration
* (magic)
* (doesn't affect inanimate beings)
* Area of Effect: burst 5
* Range: 8

### Lungs of Watery Death

* Special effect: Stun
* (magic)
* (magic resistance negates, but with great difficulty)
* Area of Effect: burst 1
* Range: 6
* Extra effect if target is affected
	+ Damage: 1-999 Magic
	+ (magic resistance negates easily)
	+ (armor negating)

### Venom Ward

* Special effect: Poison Resistance
* (magic)
* Area of Effect: burst 15
* Range: 4

### Venomous Death

* Damage: 1-40 Poison
* (magic)
* (armor negating)
* Area of Effect: burst 1
* Range: 6
Goblin Shaman

## Description

*Following the Trollish ritual of self mutilation, the Goblin Shamans mutilate themselves as soon as they decide that becoming a shaman would be fun. Maybe it is this that gives them their power, or maybe it is because they have seen how the previous Shaman performed his rituals. Regardless, reports say that the Goblin Shamans can actually perform magic, despite their low intellect and nonexistent training.*

## Stats

* Forest Stealth

Attacks:

 Staff

## Rituals

* Lesser Ritual of Mastery
* Ritual of Mastery
* First level Troll Magic Rituals (starts with one random ritual)
Emerald Clockwork Soldier

## Description

*It is quite easy to notice if an approaching Hoburg army contains a Horologist due to the clanking sound of his many clockwork soldiers. Though clunky and erratic, they make a very good addition to the army as they can man the first line of battle while the Hoburghers finish their pie and beer snack.
The constructs are all powered by a large mainspring and a jewel imbued with a certain element. Before battle all constructs have to be wound up and the jewels have to placed in the right place, which is why it is preferable to attack the Hoburg forces by surprise. As everyone knows, the emerald is connected with the Plane of Earth and when used in a construct will give it extra protection.*

## Stats

* Fire Resistance (100)
* Cold Resistance (100)
* Shock Resistance (100)
* Poison Resistance (100)
* Sleep Immunity
* Charm Immunity
* Never Heals
* Pierce Resistance
* Shield
* Mindless

Attacks:
Furnace Warrior

## Description

*Some Dwarves have received magic armor and maybe even magic weapons. This is probably done in recognition of many years of outstanding Dwarf work, or maybe as a reward for a heroic deed in battle. It is not certain if the magic armor and weapons are actually magic, or if it is only the dwarves that have been enchanted. What is certain is that the magic weapons are not magic when used by humans.*

## Stats

* Fire Resistance (100)
* Cold Resistance (50)
* Mountain Move
* Snow Move

Attacks:
Heliophagus

## Description

*The Heliophagus is a devious and sneaky devil, possibly the result of some serpent crossbreeding experiment. The Heliophagus likes it in the shadows where they are not bothered by anyone. This makes them look weak in the eyes of the other devils. However, most devils would be unable to find the Heliophagii, so there is no point in trying in bothering them even though they might be weak.*

## Stats

Note: A summoned Heliophagus spawns with a Demon Whip.

Special properties:

* Stealth
* Fire Resistance (100)
* Banishable
* Flying

Attacks:

 Cast spell
 Dagger

## Rituals

Starts with Lesser Ritual of Mastery as well as a random first level Demonology Ritual.
Hill Giant

## Description

*The largest of giantkind see themselves as the Barons of the Troll realm. They prefer to settle in old ruins and fortresses where they act like some kind of feudal lord, demanding food from the neighboring peasants. To live in an area with a resident Hill Giant that is not taken care of by the local lord is in many places considered legal grounds for peasants to abandon their lands and not pay any taxes set by their regular lord. Some particularly malicious farmers have seen this as an opportunity to access more lands as others move out. Usually such an arrangement would have to include the delivery of human corpses, making so called Giant tenants particularly disliked. Since the Hill Giants have a very high opinion of themselves, it makes them difficult allies for the Trolls and they have to be coerced with gold or promises of a greater castle in order to follow the armies and not go on private raiding sprees.*

## Stats

* Giant Sized

Attacks:

 Great Club
Kappa

## Description

*The Kappa is a scaled humanoid with a turtle shell on its back. It is a water-being and haunts rivers and wild coasts. The Kappa has a water filled depression on the top of its head and if this water is spilled, it loses its strength. More than all other food, the Kappa loves cucumbers. If it had enough cucumbers, it would just sit and munch on them and never leave its pond. Sometimes a clever Kappa takes up residence in a ford and demands cucumbers to allow travelers to cross. In addition to being a great cucumber eater, the Kappa is also a master of koppo, the bone-breaking technique.*

## Stats

* Amphibian

Attacks:

 Bite
Goat

## Description

*A single Goat is a cowardly and sometimes even friendly animal. Some farmers keep a few captured Goats and use them to get goat milk. It is important to never let the Goats gather in numbers, because in a group they are much braver and could gang up on their captor. That's why farmers seldom have more than three Goats, which seems to be a number that keeps them sufficiently cowed.*

## Stats

* Fast
* Mountain Move

Attacks:
Lake Troll

## Description

*Most Trolls like damp places at some stage in their life, but some Trolls just can't get enough of it and start to live in lakes instead of the usual damp cellars. As Trolls normally can't breathe water, it is assumed that the Trolls would die underwater if it weren't for their regenerative powers. But after a long time underwater even a relatively daft troll should have learned how to breathe water properly. Just like normal Trolls, the Lake Trolls can be quite aggressive and it is advised to stay well away from their favorite lake. Tossing a gold coin into the lake is not recommended as even a Troll might figure out that the person throwing away perfectly good gold could have more coins on him.*

## Stats

* Acute Senses
* Regeneration
* Amphibian

Attacks:
Goblin Murderer

## Description

*Goblins are cowardly creatures of low morals and limited intelligence that like to skulk around in the forests where they can stay hidden from their foes. The Goblins would be totally harmless if it weren't for their strange alliance with the Trolls. The Trolls can find the Goblins with their excellent sense of smell and this is the foundation for the alliance. The Goblins serve the Trolls and in return the Trolls don't kill all the Goblins.*

## Stats

* Stealth

Attacks:

 Dagger
Kinnara

## 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 Kinnara is described as a divine musician endowed with a horse-face and great wings. Why the divine would manifest itself in such a way is incomprehensible to us of lesser understanding, but has great meaning to those who can perceive the Truths of the world.*

## Stats

* Awe (3)
* Ritual Caster
* Flying

Attacks:

 Cast Spell
 Kick | 2
Garnet Sorceress

## Description

*There are four major tribes of amazons, each named after a different type of gemstone. The garnet amazons run some sort of fire cult where being burned is an important thing. None of the tribes are more than half civilized and they use only weapons that are simple to create and in battle they lack both discipline and tactics. Their armies consist of only women and actually no males at all have been sighted among them. It is probable that they are like dwarves but in reverse, a single male that runs a colony of female amazons.*

## Stats

* Fire Resistance (100)

Attacks:

 Spear
Fire Drake

## Description

*The Fire Drake is a large, lizard-like being with a flaming breath. It might originate from the Elemental planes, but if so it has since adapted to life in Elysium. Whatever its origin, the Fire Drake sometimes serves kobolds, Warlocks and other elemental entities.*

## Stats

* Fire Resistance (100)
* Cold Vulnerability (50)

Attacks:

 Bite
Hydra Hatchling

## Description

*Hydras live in swamps and are well known for their regenerative properties. You can even cut off a head and it will grow back moments later. The Hydra is surrounded by a cloud of poison, most likely as a way to keep all the annoying swamp insects away. The Hydra's many heads indicate that it eats small creatures like birds and lizards and thus needs to have many heads to satisfy its hunger in a reasonable time.*

## Stats

* Fire Vulnerability (50)
* Poison Resistance (100)
* Regeneration
* Pierce Resistance
* Blunt Resistance
* Poison Aura (1)
* Swamp Move

Attacks:

 Weak Venomous Bite
 Weak Venomous Bite
Giant Rat

## Description

*Being much larger than an ordinary rat, the giant rat has a much harder time sneaking around in human settlements without attracting the city guard. The giant rat is more often found in places that have been abandoned by humans where it eats anything left behind, it can even dig up rotting corpses to eat if it is hungry.*

## Stats

* Fast

Attacks:
Green Kobold King

## Description

*The kobolds are defined by two characteristics, those being vanity and cowardice. The epitome of these two characteristics is the kobold king (perhaps with the exception of the sorcerer). Though well versed in magic, he hides in his throne room adorned with jewels, gold and any trinket that gleams or glitters. While advisors will tell the king how much like a dragon he is, it is said that the Kobold King is a favored sacrifice to some major dragons.*

## Stats

* Forest Stealth
* Poison Resistance (100)
* Flying
* Swamp Move
* Enables Recruitment (Green Kobold Warrior, Green Dragon Spawn, Green Dragon Spawn Archer, Green Dragon Spawn Chief, Wyvern Knight)

Attacks:

 Staff

## Rituals

* Lesser Ritual of Mastery
* Ritual of Mastery
* Kobold Hatchery
* Poison Gas Trap
* Summon Dragon
* Foretelling
* Kobold Stronghold
Horned God

## Description

*Not a very powerful god, because it is mostly worshipped by lowly beasts. The fact the it has horns resembling those of a Giant Deer makes it likely that it is in fact a Deer that has attained godhood in ancient times when the beasts were smart enough to engage in proper worship. Even though it is probably just an overgrown Deer, the fact that it is a minor god still makes it quite powerful when compared to mortals.*

## Stats

* Giant Sized

Attacks:

 Golden Torc

## Rituals

* Lesser Ritual of Mastery
* Ritual of Mastery
* Ritual of Grand Mastery
* First level Druidism Rituals (Starts with a random ritual)
* Second level Druidism Rituals (Starts with a random ritual)
* Third level Druidism Rituals (Starts with a random ritual)
Fiery Imps

## Description

*Imps come in all manner of types and colors. Some are capable of casting spells and very useful in combat. Some are less useful in combat but make good scouts. Some are just useless and only want to kill things even though they are lousy at it.*

## Stats

Attributes:

1 This unit will try to stand in the rearmost front row

* Fire Resistance (100)
* Cold Vulnerability (50)
* Banishable

Attacks:

 Pitchfork
Failed Reincarnation

## Description

*According to those who have taken it upon themselves to study the dead and the afterlife, after death has claimed a body the spirit will remain. This dispossessed spirit will travel to the Underworld to relive its life for eternity. Sometimes the spirit gets lost or is otherwise unable to enter the Underworld. Unexpectedly, the monkey-people seem to have spirits as well, albeit of lesser sophistication then humans of course. In the monkey society, where belief in reincarnation is prevalent, such an apparition is not a spirit that has lost its way on the journey to the Underworld, but rather a spirit who has been unable to reincarnate properly, be it because of improper burial rituals or something more sinister. Of the few observed cases of Failed Reincarnations, it has not been possible to in any meaningful way distinguish Failed Reincarnations from Dispossessed spirits. Apart from the obvious fact that the Failed Reincarnations appear as transparent monkeys.*

## Stats

* Stealth
* Cold Resistance (100)
* Poison Resistance (100)
* Undead
* Sleep Immunity
* Charm Immunity
* Ethereal
* Banishable
* Mindless
* Plane Shift (Hades)
* Floating

Attacks:
Horticulturist

## Description

*Since the Hoburghers are being plagued by a constant cough due to the heavy smog that has settled over their villages of late, the Horticulturist and the herbs he can provide to relieve such conditions are highly valued. The Horticulturist also plays a vital role in providing the society with various herbs for flavor, pleasure or political schemes. Because the Hoburghers are obsessed with food and drink, such herbs are widely sought after, and lucky is the brewer who can get a hold of the secret herb mixture or fruit of a Hoburgher Horticulturist. Though Hoburg beer is widely popular and carries a high price across the world, there are some who think that the herbs in the beer are highly addictive and as such are the main weapon of the Hoburg nation. It is rumored that at times the Horticulturist will visit lonely but fertile farms with a special brew. Soon after the inhabitants are addicted to the drink and are easily moved out from the farm, and not long after a thriving Hoburg village will spring up.*

## Stats

* Slow

Attacks:

## Rituals

* Ritual of Mastery
* Ritual of Grand Mastery
* Create Hoburg Village
* Second Level Hoburg Weed Rituals (starts with a random ritual)
Geomancy

## Level 1 Spells

### Earth Grip

* Special effect: Earth Grip
* (magic)
* (doesn't affect Flying or Floating units)
* Area of Effect: burst 1
* Range: 6

### Iron Skin

* Special effect: armor +2
* (magic)
* (doesn't affect Ethereal beings)
* Area of Effect: burst 1
* Range: 6

### Stone Shards

* Damage: 1-4 Blunt
* (magic)
* Area of Effect: 3 strikes
* Range: 6

### Strength

* Special effect: strength +2
* (magic)
* Area of Effect: burst 3
* Range: 6

### Tremor

* Damage: 1-2 Blunt
* (doesn't affect Flying or Floating units)
* Area of Effect: burst 5
* Range: 6
* Extra effect if target is affected
	+ Special effect: stun
	+ (strength negates)

## Level 2 Spells

### Earth Meld

* Special effect: Earth Grip
* (magic)
* Area of Effect: burst 9
* Range: 6

### Eruption

* Damage: 1-9 Blunt
* (doesn't affect Flying of Floating units)
* Area of Effect: burst 5
* Range: 6
* Extra effect if target is affected
	+ Special effect: stun
	+ (strength negates)

### Iron Bolts

* Damage: 1-10 Blunt
* (magic)
* Area of Effect: 5 strikes
* Range: 6

### Soldiers of Steel

* Special effect: armor +2
* (magic)
* (doesn't affect Ethereal beings)
* (only affects friendly units)
* Area of Effect: burst 5
* Range: 6

### Strength of the Earth

* Special effect: Regeneration, strength +2
* (magic)
* (doesn't affect Ethereal beings)
* Area of Effect: burst 5
* Range: 6

### Summon Earth

* Summon: 1-3 Lesser Earths
* (A maximum of about 25 Lesser Earths can be summoned in a single battle)
* (magic)
* Range: 4
* This spell takes 2 combat rounds to cast

## Level 3 Spells

### Army of Gold

* Special effect: Fire Resistance, armor +2
* (magic)
* (doesn't affect Ethereal beings)
* Area of Effect: burst 25
* Range: 6

### Chasm

* Damage: 1-100 Blunt
* (magic)
* (doesn't affect Flying or Floating units)
* (doesn't affect Giant Sized beings)
* (armor negating)
* Area of Effect: crack 15
* Range: 6
* Extra effect once target is hit
	+ Special effect: Earth Grip
	+ (doesn't affect Flying or Floating units)

### Earthquake

* Damage: 1-5 Blunt
* (doesn't affect Flying or Floating units)
* Area of Effect: entire battlefield
* Range: 0
* Extra effect if target is affected
	+ Special effect: Stun
	+ (strength negates)
* This spell takes 2 combat rounds to cast

### Maws of the Earth

* Damage: 1-100 Blunt
* (magic)
* (doesn't affect Flying or Floating units)
* (doesn't affect Giant Sized beings)
* (armor negating)
* Area of Effect: crack 5
* Extra effect once target is hit
	+ Special effect: Earth Grip
	+ (doesn't affect Flying or Floating units)
	+ (doesn't affect Giant Sized beings)
* Extra effect once target is hit
	+ Damage: 1-8 Fire