recursal/Fanatic-Fandom huggingface dataset:
Scourge Herald

## Description

*Though the Scourge Lord is fickle and paranoid, he will often surround himself with sycophantic assistants who will lead his troops and help spread the influence of the Scourge Lord.*

These assistants are the Scourge Heralds. Not only do they engage in the crimes of more common villains, e.g. rob merchants, take over villages and mines, harass the population and kill the innocent, they are also the main instrument by which the Scourge Lord depletes the landscape of Elysium.

The Heralds will erect pillars and steles whose surfaces are inscribed with destructive jokes, offensive rants and counterfactual news. Through these brainworms the Scourge Lord drains the surrounding lands of all their lifeforce, leaving a withered desert behind them.

## Stats

* Shield
* Dark Blessing
* Lifeforce Spellcasting (Range 2)
* Desert Move
* Ritual Caster

Attacks:

 Scourge Sword

## Rituals

* Lesser Ritual of Scourge Mastery
* Ritual of Scourge Mastery
* Call of the Pyramid
* Construct Pillar of Power
* Scourge Summons
* Dark Bonds
Satyr Hoplite

## Description

*For a long time we were unconvinced when told that the dryads had managed to train satyrs to use both armor and weapons. Of course, the brutes do not wear anything beneath their armors, and they speak alludingly of their spears as if they were body members, but they manage to look almost proper with their gleaming bronze cuirasses, unless an opportunity to fornicate presents itself.*

## Stats

* Sleep Immunity
* Shield
* Berserker
* Battle Fast

Attacks:
Retiarius

## Description

*Lately the managers of the gladiatorial games have tried to spice up the fights with Gladiators dressed up in outrageous arms and armor - ant helmets, griffon beaks and even mule skins are donned by the combatants. In the past the only difference would be the local armor of the different combatants, but the masses of today are too easily distracted and need some kind of show. One of the more popular costumes is that of a fisherman, complete with net and trident. While it provides the masses with some cheap laughs, it has risen to such popularity that some even manage to win their freedom. O tempora, o mores.*

## Stats

* n/a

Attacks:

 Trident
Sapphire 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 sapphire is connected with the Plane of Water and, when used in a construct, it will shoot forth a jet of ice cold water that paralyzes the victim.
Being a superstitious lot, the different Barbarians fear the constructs in the Hoburg armies and will likely break if they meet a large group of constructs. During their wars against the Barbarians, the small unwalled village Kopfdorf faced almost certain destruction at the hands of a Barbarian raiding party. While the village elders despaired and tried to find ways to escape, the apprentices of the local workshops together with some farmhands dressed up in discarded bits of clockwork constructs because they could find no armor and moved outside the village to make a desperate last stand. The Barbarians saw the strange and unbendy movement of the metal figures, and assuming that it was an army of constructs, promptly retreated.*

## Stats

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

Attacks:
Raksharaja

## Description

*In the jungles of southern Elysium lives strange breeds of monkey-men gifted with cunning and wisdom far beyond that of ordinary beasts. These monkeys have formed a society where size and strength determine your caste and position in the kingdom. Traditionally the top position has belonged to the Monkey Maharaja.*

*But not all monkeys serve the Monkey Maharaja. Demons from realms beyond Elysium have infiltrated and subjugated the monkey-people and turned them into servants, slaves and fodder. The King of these demons, the Raksharaja, has now turned his eyes outwards intent on conquering the world.*

*Apart from the monkey-people the Raksharaja commands half-bred demons and rakshasas summoned through bloody sacrifices. Rakshasas are demons able to manipulate Maya, the flawed perceptions of this world, and are known to hide their true selves, as well as reality itself. The armies of the Raksharaja are rarely what they seem, and even his lands might surprise the unwary.*

*The Raksharaja will not share power and there can only be one master. Only if the Raksharaja becomes a Raksharishi will he allow his Generals to advance in power and become Raksharajas.*

*Abilities:*

* *Small Markatas can be recruited in great numbers.*
* *Bandars are large apes that are much stronger than humans.*
* *Raksharaja enables recruitment of heavily armed half-demon warriors.*
* *Atavi villages spawns markatas and atavi tribesmen over time.*
* *Raksharaja, Rakshasa Generals, Raktapatas and Kala-Mukhas collect sacrifices.*
* *Sacrifices can be used to summon demonic rakshasas, reanimate the dead or create illusions.*
* *Raksharajas and some mages can hide troops and make them appear as regular monkey soldiers.*

## Starting Resources

Units

* 1 Raksharaja
* 1 Atavi Chief
* 10 Markatas
* 5 Atavi Archers
* 5 Atavi Warriors

Territory

* 1 Maharaja's Palace

## 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).
Palankasha

## Description

*According to the lore of the White Ones there are realms beyond Elysium inhabited by demonic beings known as Rakshasas. One such legendary realm is Lanka, a demon kingdom hidden beyond the veil of Maya. The Rakshasas of Lanka are hideous and wicked and should be avoided if at all possible. The most wicked of all Rakshasas of Lanka are the Palankashas, tiger-faced man-eaters and slayers of the virtuous.*

## Stats

* Shield

Attacks:
Queen of Thunder

## Description

*Thuella is one of the three Elemental Queens of Air, primordial beings spawned from the Elemental Plane of Air at the Dawn of Time. They are believed to be the progenitors of all elemental beings and they each represent one aspect of their element. Thuella is the Queen of Thunder and she is perceived as the most unpredictable and destructive of the sisters. The Cloudfolk and the cloud-dwelling Airya try to placate her through worship, lest her arbitrary wrath be felt. Her children are Thunderbirds who wield and ride the lightning.*

## Stats

Spawns with an Orb of Air.

Special properties:

* Shock Resistance (200)
* Poison Resistance (100)
* Sleep Immunity
* Ethereal
* Air Shield (75)
* Other Planar Immortality (Elemental Planes)
* Combat Caster
* Giant Sized
* Flying
* Unique
* Slowly spawns Childs of Thuella

Attacks:

 Project Lightning
 Gusts of Winds

## Rituals

* Storm Pact
* Lesser Air Summoning
* Second level Warlock of Air Rituals
Olm Sage

## Description

*Olms are an ancient race of wormlike beings gifted with superior intelligence and a mind that extends beyond its body, according to Pyrrho. The Olms have lived in the water-filled caverns of the deeper earth since the dawn of time. They are a proud race with an incomparable history. Since every Olm can sense and partake in the mind of the Conclave, the social grouping of the Olms, their history is never forgotten and grows with every meeting of two conclaves. However, regardless of the vastness of their history, we imagine that it would easily fit in a short book or two. The Olms have never left the underearth and most of their history would probably be recordings of the frequency of dripping water in their dismal caverns. An interesting fact regarding the Olmic race, apart from their long history, is that the Olms are considered to be the forefathers of the Pale Ones. Since we don't have access to the historical records of the Olmic Conclaves, we cannot be sure of this. Troglofilus tried to dissect a number of Olms to see if it was possible to map their history through their brains, and thereby prove that the Pale Ones have nothing in common with the Olms. His experiments failed, but he did prove that the red feather-like appendages surrounding the neck of the Olms are not external brains, but gills.*

## Stats

* Amphibian
* Slow

Attacks:

 Cast spell
 Mind Blast
 Fist

## Rituals

* Lesser Ritual of Mastery
* Ritual of Mastery
* Random first level Pale One Ritual
Mujina

## Description

*The Mujina is a strange apparition that appears as a comely young maiden dressed in pure white. When she gets close to her intended target, she reveals her true appearance. The Mujina is actually faceless and horrible to behold. The sight of her will make men turn and flee or become mad with fear. Mujinas like to use their powers to get close to important people and drive them mad or kill them.*

## Stats

* Causes Fear

Attacks:
Phantasmal Troll

## Description

*Looks just like a regular Troll, only mirrored. If the troop you meet is left-handed or looks very similar to the rest of the squad, you might be better off ignoring it altogether and even disbelieving that it is there.*

## Stats

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

Attacks:
Naga Warrior

## Description

*According to the lore of the White Ones there are akashic realms beyond ours that are inhabited by beings blessed with divine splendor. One of these realms is Patala, the nether world of serpents. In this dark and wet place dwell the Nagas, serpentine beings revered by the monkey people despite their obvious wickedness. Considered benevolent by the Vanara they are still the eternal enemies of the Garudas of Svargaloka.*

## Stats

* Poison Resistance (50)
* Shield
* Amphibian
* Cold Blooded

Attacks:

 Mesmerize | 1
 Magic Sword | 5
Phantasmal Boar

## Description

*Looks just like a regular Boar, only mirrored. If the troop you meet looks very similar to the rest of the squad, you might be better off ignoring it altogether and even disbelieving that it is there.*

## Stats

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

Attacks:
Lesser Water

## Description

*Elementals are beings of pure elemental energy given life through magical rituals. Sometimes the elemental energies used to create the elemental are diluted and impure. This results in one or several elemental shards or lesser elementals. The energies used to create an elemental fade when it is damaged and it will never heal.*

## Stats

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

Attacks:

 Water Strike
Menad

## Description

*After one of the ancient forests has been dedicated to chaos and debauchery, some of the female revellers will be overcome with chaos, transforming into murderous beasts, devouring and butchering any man that they come across. It is said that this affliction will remain and they are usually not allowed back home. Instead the madness will grow and they will search the plains for any man who walks by himself late at night.  Neither rank nor heritage will protect the lone traveler from the hunger of the Maenads. Hexapodes, the renowned arachnologist, has pointed out that a similar pattern of behavior can be found among certain spiders and insects, and has suggested that the Maenads are in fact suffering from some kind of parasite.*

## Stats

* Forest Stealth
* Berserker
* Stupid

Attacks:
Monkey Maharaja

## Description

*In the jungles of southern Elysium lives strange breeds of monkey-men gifted with cunning and wisdom far beyond that of ordinary beasts. These monkeys have formed a society where size and strength determines your caste and position in society. Lowest of the low, the markatas are barely more than cunning monkeys. Above them comes the Vanara, monkeys of almost human stature. At the top of society are the Bandar, large and warlike brutes that have dominated their lesser kin for times immemorial. Living apart and in some ways above the other monkeys are the White Ones, white-furred vanaras gifted with profound wisdom and knowledge.*

*The monkey-people are ruled by a Maharaja, a Bandar ape of outstanding stature.*

*Abilities:*

* *Small Markatas can be recruited in great numbers.*
* *Bandars are large apes that are much stronger than humans.*
* *Bandaraja enables recruitment of heavily armed Bandars.*
* *Atavi villages spawns markatas and atavi tribesmen over time.*
* *Yogis, Gurus and Rishis collect gems.*
* *Gems can be used to summon mythic beings.*

## Starting Resources

Units

* 1 Bandaraja
* 1 Vanara Captain
* 10 Markatas
* 10 Markata Archers
* 5 Vanara Soldiers
* 5 Vanara Archers

Territory

* 1 Maharaja's Palace
* 1 Atavi Tribe Village

## Recruitment List

### Additional recruitment

* 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).
Rime Guard

## 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 (50)
* Cold Resistance (100)
* Large Shield
* Mountain Move
* Snow Move
* Slow

Attacks:
Priest King

## Description

*The Priest Kings of Azlan have only recently discovered Elysium and arrived there to acquire more slaves and sacrifices for the worship of their six bloodthirsty Gods, the Teotl. Before the discovery of Elysium, the tribes of Azlan had lived in isolation from other cultures and had not discovered the secrets of metal working, which has resulted in a technologically inferior culture when compared to the other nations found in Elysium. The soldiers of Azlan use archaic weapons that will undoubtedly have trouble penetrating the armor of modern nights and other heavily armored troops.*

*The Tribal Kings who serve the Priest King use slaves to form the sword fodder of their armies. Slaves are taken from towns and larger villages and can be very useful against smaller armies despite their low morale and lack of proper equipment. Sacred warriors who serve the temples of the Gods are better equipped and benefit from the blessing of the god, making them more powerful in combat if the Gods hold them in favor.*

*The Priest King and his fellow Priests who serve the Six Teotl Gods can perform blood sacrifices to gain favors for their sacred warriors or summon creatures beloved of their bloodthirsty master. These beings are often sacred, which means that they enjoy their god’s protection and gain more powers when more blood is sacrificed.*

*The Priests of the six Teotl each have invocations of power to aid them and their followers in battle. The nature of these invocations is tied to each Teotl’s sphere of influence. Priest Kings serve the Teotl of War and the Sun and can call on the fiery gaze of the sun to burn their enemies.*

Abilities:

* The Priest King’s troops have inferior armaments..

* The Priest King can recruit sacred warriors.

* The Priest King and Tribal Kings can acquire slaves and warriors from towns and villages

* Priests can collect sacrifices from hamlets, villages and larger settlements.

* Priests can use blood sacrifices to perform magic rituals to summon powerful beings or empower the blessings of the gods.
* All six types of Attendants (Rain, Moon, Sky, Blood Mother, Sun, & Death) can be upgraded into lvl 2 Priests (120 Sacrifices) -> then lvl 3 High Priests (480 Sacrifices) with unique spells gained based on affinity type.
* Lvl 3 High Priests can perform the sacrifice ritual, 'Summon God' (500 sacrifices) which replaces the caster with a unique God of Rain/ Moon/ Sky/ Blood Mother/ Sun/ or Death depending on affinity. \*note that the high priest will be destroyed during ritual along with all special items carried. TIP: give items to another commander beforehand.
* Gods of Rain, Moon, Sky, Blood Mother, **Sun**, & Death are no longer able to summon advanced units through sacrifice rituals.[?]
* Only Priests/High Priests of the Sun and Tribal Kings are able to acquire slaves.[?]

## Starting Resources

Units

* 1 Priest King
* 1 Tribal King
* 10 Tribal Warrior
* 10 Jungle Warrior

Territory

* 1 Temple City
* 1 Farm
Red Kobold Sorcerer

## Description

*The kobold sorcerer is powerful but also quite insane. While their belief that they draw power from dragons may be harmless, their attempts to mate with them are not.*

The diverse colors of kobolds have been widely debated. While some argue that the colors stem from the age-old draconic heritage, other, far more sensible theories, connect their color and demeanor to the elemental exposure that their eggs are subjected to before hatching. The kobolds, in the act of a simpleton, will fill the caverns of the hatchery with everything that they associate with their patron dragon.

## Stats

* Fire Resistance (100)
* Enables Recruitment (Red Kobold Warrior, Fire Drake)

Attacks:

 Staff

## Rituals

* Lesser Ritual of Mastery
* Ritual of Mastery
* Kobold Hatchery
* Flame Rune Trap
Ophan

## Description

*The Ophanim, or Wheels, are angelic beings of the Celestial Sphere. They serve El as he chose to claim this world and proclaim His Glory. Unfathomable and otherworldly, they bear witness to the splendor of the Radiance of El. The Ophanim appear as a brilliance covered by four wings, that when unfolded, will reveal a wheel intersecting another wheel of gleaming brass. The rim of the wheel is covered by eyes of sparkling chrysolite and the being is surrounded by a blaze like that of the sun.*

## Stats

* Fire Resistance (100)
* Shock Resistance (100)
* Fast Heal
* Non-Magical Invulnerability
* Awe (+3)
* Blessed
* Fire Shield (5)
* Flying
* Stupid

Attacks:
Malefic Master

## Description

*Though the original vampiric Markgraf was rather limited in his resources, he retained the immense hunger of his kind. According to some bookkeeping that reached our College, the Markgraf seemed to have spent most of the revenues of his undead factories importing a steady run of black sausage, black pudding and fresh pig’s blood from their Hoburg neighbors. This in combination with a steady decline in population in the villages seems to indicate that the Markgraf tried to satiate his hunger with blood. Though no study by itself seems to indicate that an increased intake of blood would help developing vampiric abilities, at best it would placate an ordinary Vampire, while a regular Hoburgher would just be nauseated, if not full. The reason may instead be found in the fake blood produced by the Horticulturalist in order to water down the blood barrels. Though the herbal mixtures could not be shown to have provided any benefit in smaller amounts, or even normal amounts, it is possible that a high concentration of herbal mixture would make a difference.*

## Stats

* Cold Resistant (100)
* Poison Resistant (100)
* Undead
* Sleep Immunity
* Charm Immunity
* Regeneration
* Immortal, reforms in Old Castle
* Slash Resistance
* Blunt Resistance
* Banishable
* Regain Sanity (1)
* Cannot Pass Rivers
* Flying

Attacks:

 Shortsword

## Rituals

Can Eat Village to reduce insanity at the cost of degrading the village to a hamlet.
Phantasmal Arch Angel

## Description

*Looks just like a regular Archer, only mirrored. If the troop you meet is left-handed or looks very similar to the rest of the squad, you might be better off ignoring it altogether and even disbelieving that it is there.*

## Stats

* Spirit Sight
* Poison Resistance (100)
* Sleep Immunity
* Charm Immunity
* Ethereal
* Mindless
* Flying

Attacks:

 Phantasmal Sword
Queen's Guard

## Description

*Never seen on the regular battlefield are the Queen's Guards. They were first encountered during the siege of a far off silver mine. Guarding the queen in almost impenetrable armor was a small but able host of guards. After a long battle, they drove off the human attackers, which is why we had to resort to magic instead. Later investigations revealed these guards to be in a position of honor among the Dwarves, appointed directly by the queen.*

## Stats

* Fire Resistance (50)
* Cold Resistance (50)
* Pierce Resistance
* Large Shield
* Mountain Move
* Snow Move
* Slow

Attacks:
Sapphire Clockwork Horror

## Description

*Some of the constructs made by the Horologist lack the creative touch of a true artist, but are more or less basic soldiers upon which patches of metal and a pair of deadly blades have been attached. Though they might be a bit more effective at what they should do, they are really an eyesore and should not be allowed in any army. It only proves what everyone can observe, that the Hoburg craftsmen and enchanters are nothing more than glorified coopers.
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 sapphire is connected with the Plane of Water and when used in a construct, it will shoot forth a jet of ice cold water that paralyzes the victim.*

## Stats

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

Attacks:
Marut

## Description

*According to the lore of the White Ones there are akashic realms beyond ours that are inhabited by beings blessed with divine splendor. Among the most fearsome of these beings are the Maruts, divine warriors armed with lightning. According to most sources they accompany the Rudras as hosts of mighty warriors, but some Gurus claim that it is not impossible to convince a Marut to leave the host and aid the monkey people as a champion and general of the monkey armies.*

## Stats

* Awe (1)
* Fire Resistance (100)
* Shock Resistance (50)
* Flying
* Combat Caster

Attacks:

 Lightning Strike | ?
Monster Scarab

## Description

*It is not known why the Monster Scarab rolls enormous piles of dung, but it is of no surprise that the Scourge Lord allies himself with this most vile of creatures. The Monster Scarab, when not employed by the vile forces, moves along an indiscernible pattern rolling an ever-growing perfect sphere of dung before itself. Some lower creatures, like the goblins and their king, believe that our world is a gigantic ball of dung rolled forward by an enormous Monster Scarab, and that the dung balls the ordinary Monster Scarabs roll are just smaller worlds with smaller creatures.*

That theory is of course nonsense, as was proven when Philomena the sage excavated such a ball and found nothing other than maggots, worms, and smaller insects. The notion that we are all maggots may be suitable for a lowly goblin, but it is of course an absurd notion when it comes to humans.

A more scientifically sound theory is that the dung ball reflects the scarab's close affiliation to the element of earth and that by gathering dung and dirt in a ball, they create what is in essence the egg from which the next scarab is born.

It has also been proposed that since they are one of the one hundred and three known abominations, they are hiding their appearance unto El behind that great ball.

## Stats

* Causes Fear
* Trample (5)
* Giant Sized
* Desert Move

Attacks:
Phantasmal Demon

## Description

*Looks just like a regular Demon, only mirrored. If the troop you meet is left-handed or looks very similar to the rest of the squad, you might be better off ignoring it altogether and even disbelieving that it is there. It is said, however, that most demons and devils are indeed left-handed to begin with, but any such rumors are still unsubstantiated as it is generally a bad idea to trust anyone that has survived a meeting with either, and Demonologists are generally very secretive about this.*

## Stats

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

Attacks:

 Phantasmal Tentacle
 Phantasmal Tentacle
 Phantasmal Tentacle
Plumed Serpent

## Description

*The Plumed Serpent is as large as an Elephant and as wicked as a Wolf. It has a crest of feathers on its head and these feathers are used to make the crested helmets of high ranking priests. The Plumed Serpent is revered by the savages of Aztlan as messengers of the Bloody Mother, and there are numerous reports of the beasts being used by the Priest Kings in warfare. They are fed slaves and oxen, but the current Priest King has fed several of our missionaries to these horrible monsters to display his displeasure with the righteousness of our cause.*

## Stats

* Swamp Move
* Wall Climbing

Attacks:

d20 poison
(armor negating)
Red 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 red kobolds, who have been exposed to rubies, lava, crimson cloth or anything else fiery will take on some of the aspects of elemental fire. It may also be that the ruby mines they so prefer are indeed infused with elemental fire and thus some rubs off on the kobolds, So, while craven, the red kobolds are still quick to anger, overeager, and bossy. Though possibly the least of their kind, they always try to boss others around.

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.

In the Kobold Wars in the fall of 1063 Göte the Warlock had amassed a horde of common kobolds and marched upon the capital. Chronicles say the horizon was red with kobolds, their army stretched as far as the eye could see. The war was won without a single battle as one of the minor kobolds got spooked by an apple falling from a tree and started fleeing. His rout spread and soon the whole horde was routing and rampaging through their own lines, leaving a crying Warlock kneeling by the remains of his once proud army.

## Stats

* Fire Resistance (100)
* Expendable Kobold

Attacks:
Yogi

## Description

*When you first encounter the monkey-people you might think that they are brutes and savages with limited mental faculties. To some extent, this sentiment is correct, but it doesn't take into account the White Ones and the ancient wisdom sought by their sages since long before mankind learned how to read and write. The Yogi is such a White One, a white-furred vanara sage practicing forms of magic older and more profound than any wisdom practiced by mankind. While the Yogi is a young student of this ancient lore, we can clearly see his superior understanding of the world and the turning of time.*

## 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
Minotaur Warrior

## Description

*Minotaur Warriors are possibly the only match you can find for a centaur warrior. Wild, strong beyond belief, and driven by a burning rage they dominate any battlefield they enter. My military friends claim that minotaurs are less driven by their carnal urges than satyrs, and are easier to dress up in furs or armor. With some protection a charging minotaur can often survive long enough to allow centaur warriors to mop up the scattered forces left in the wake of the charging bulls and ensure victory.*

## Stats

* Berserker
* Trample (2)
* Battle Fast

Attacks:
Preta

## Description

*According to the lore of the White Ones your spirit will reincarnate in a new body when you die. However, monkey superstition claims that the spirits of the dead sometimes fail to reincarnate and linger on as Pretas, hungry ghosts. Pretas are driven by a strong emotional distress and are able to manifest immaterial bodies of air and akasha. These ghosts have an insatiable appetite for the conditions that prevented their reincarnation, be it greed, envy, lust or any other unfulfilled craving. Pretas manifest as floating immaterial monkeys with bloated bellies. Their arms are elongated and clawed, and their necks are likewise long and thin, forever unable to swallow whatever they desire.*

## Stats

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

Attacks:

 Life Drain | 2
Praetorian Guard

## Description

*The elite of the Senatorial army, mainly used to protect the Palace and the Senator. The Praetorian Guards are picked from among the best of the soldiers and they have better pay, a shorter contract and some legal exemptions. Originally they were used to protect the general of the army but it was soon realized that they are put to better use by the Capital or the Palace. Since they cannot be charged with unlawfully entering a home, they have often been sent to investigate the personal belongings of political enemies of the Senator. This freedom has also meant that the Praetorians have helped themselves rather freely to food or other things from the homes of many citizens. However, for a small fee the Praetorians will protect you instead.*

## Stats

* Large Shield
* Slow

Attacks:
Scorpion Man

## Description

*In the mountain range of Mashu lies a pass beyond which one can find the path to immortality. This pass is guarded by giant Scorpion Men, beings of awesome terror set there to prevent mankind from learning the secrets of the Rephaim. They are armed with deadly bows and swords. The mere gaze of a Scorpion Man makes mountains tremble in fear.*

## Stats

* Fire Resistance (100)
* Causes Fear
* Battle Fast

Attacks:

 Plague Bow
 Claw
Pontiff

## Description

*The senior priests of El are responsible for ensuring that Elysium is properly converted. Ultimately it is the highest ranking priest who carries this responsibility, which makes that position less sought after than it would otherwise be. While the priests preach that El forgives those who repent, the senior priests know that El is really more into punishing than forgiving if he gets to choose.*

## Stats

* Blessed

Attacks:

 Scepter

## Rituals

* Convert Settlement
* Seal Breaking
* Increase Divine Favor
* Bolster Devotion
* Start Crusade
* Call the Inquisition
Queen of the Lake

## Description

*Limne is one of the three Elemental Queens of Water, primordial beings spawned from the Elemental Plane of Water at the Dawn of Time. They are believed to be the progenitors of all elemental beings and they each represent one aspect of their element. Limne is the Queen of the Lake and she is perceived as the most gentle and benevolent of the three. She has dominion over the lakes and rivers of the land. Her children are Undines with bodies formed of water.*

## Stats

Spawns with an Orb of Water.

Special properties:

* Fire Resistance (50)
* Cold Resistance (200)
* Poison Resistance (100)
* Sleep Immunity
* Pierce Resistance
* Slash Resistance
* Blunt Resistance
* Other Planar Immortality (Elemental Planes)
* Combat Caster
* Giant Sized
* Amphibian
* Unique
* Slowly spawns Childs of Limne

Attacks:

 Wave Strike

## Rituals

* Water Pact
* Lesser Water Summoning
* Second level Warlock of Water Rituals
Red 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

* Fire Resistance (100)
* Flying
* Enables Recruitment (Red Kobold Warrior, Red Dragon Spawn, Red Dragon Spawn Chief, Fire Drake)

Attacks:

 Staff

## Rituals

* Lesser Ritual of Mastery
* Ritual of Mastery
* Kobold Hatchery
* Flame Rune Trap
* Summon Dragon
* Foretelling
* Kobold Stronghold
Toad Warrior (Poison Spear)

## 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:

d10 poison
(armor negating)
Scourge Wind

## Description

*It seems as if the Scourge Lord wants to gain mastery over all elements and has tried to pervert them to the ways of the Scourge Lord. Both flames and winds have been captured by the Scourge Lord, and we have to admit that some control over earth has also been exerted, as the Scourge Lord transforms the land under his rule into barren wasteland and bare deserts.*

However, within these attempts, some weakness may be apparent. By his failure to control or create any kind of foul water, the answer is found. The Scourge Lord, together with his minions, must be drowned.

## Stats

* Shock Resistance (100)
* Poison Resistance (100)
* Sleep Immunity
* Charm Immunity
* Ethereal
* Unaging
* Air Shield (50)
* Mindless
* Lifeless
* Disease
* Trample (5)
* Giant Sized
* Flying
* Floating

Attacks:
Ruby Clockwork Soldier

## Description

*The first troop constructed by the Horologist was a simple clockwork soldier planned to make a display at the clock tower outside the Burgmeister's residence. In order to make the display a bit more lively, the mechanical soldier was adorned with a small ruby imbued with fire. Though this resulted in the belfry being burnt to the ground, the Burgmeister could see the strategic implications of the clockwork constructs and ordered the  Horologist to make more.*

## Stats

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

Attacks:
Nataraja

## Description

*According to the lore of the White Ones there are akashic realms beyond ours that are inhabited by beings blessed with divine splendor. In Devaloka, the Realm of Gods, lives three divinities of vast powers. The lord of this realm is called the Lord of the Dance, the Cosmic Dancer, He Whose Dance Moves the World. In his benign form his cosmic dance moves the world, but with the Turning of the Wheel the world will fall to wickedness and sin, and the Nataraja takes on the aspect of the Destroyer whose dance is Death.*
Fortunately we have rid most of our lands from sin, so the eventual destruction of the world by a cosmic dancer lies hundreds, perhaps even thousands of years in the future. Only if we fail to protect our lands from the monkey people and their despicable ways should the destruction of the world become a matter of worry, and if that happens the world might as well end anyways.

## Stats

* Giant Sized
* Ritual Caster
* Combat Caster
* Poison Resistance (100)
* Poison Resistance (100)
* Spirit Sight
* Awe (3)
* Fire Shield (5)
* Other Planar Immortality (Primal)

Attacks:
Praghasa

## Description

*According to the lore of the White Ones there are realms beyond Elysium inhabited by demonic beings known as Rakshasas. One such legendary realm is Naraka, a hellish realm of darkness and sin. Among the most disgusting beings of Naraka are the Praghasas, the Gluttons. Armed with iron maces and an insatiable appetite for flesh, they joined the war against the sun in an attempt to crush his bones and eat the marrow of his rays. But the rays of the sun were impervious to their iron maces and the war ended in disaster. They were eternally banished to Naraka for their sins.*

## Stats

* Fire Vulnerability (50)

Attacks:
Se'ir

## Description

*The Se'irim are goat-demons of the desert begotten by Azazel, Bringer and Taker of Civilization. After breaking his celestial vows, the angel sided with Ba'al and sinned against man and beast. Now his progeny roam the deserts of Elysium. The priestesses of Ba'al are occasionally rewarded with Se'irim servants after having sacrificed blood in the desert.*

## Stats

* Banishable

Attacks:
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:
Queen of Clouds

## Description

*Nephele is one of the three Elemental Queens of Air, primordial beings spawned from the Elemental Plane of Air at the Dawn of Time. They are believed to be the progenitors of all elemental beings and they each represent one aspect of their element. Nephele is the Queen of Clouds and she is perceived as the gentlest of the sisters. She is revered and worshipped by Cloudfolk and the cloud-dwelling Airya as a goddess of fertility and mercy. Her children are Sylphs with bodies formed of clouds.*

## Stats

Spawns with an Orb of Air.

Special properties:

* Shock Resistance (200)
* Poison Resistance (100)
* Sleep Immunity
* Ethereal
* Air Shield (75)
* Other Planar Immortality (Elemental Planes)
* Combat Caster
* Giant Sized
* Flying
* Unique
* Slowly spawns Childs of Nephele

Attacks:

 Project Lightning
 Gusts of Winds

## Rituals

* Storm Pact
* Lesser Air Summoning
* Second level Warlock of Air Rituals
Princeps Solaris

## Description

*While the present martial focus of the Solar Cult has made them quite popular among the soldiers, that is not the case of their elite guard, the Principes Solares. Recruited from among the more experienced soldiers and given shiny new suits of armor, they consider themselves better than most other legionnaires. It appears that they are given some introduction to the Cult from both their commander and some of their senior colleagues in the squad. Though the mysteries of the Cult are unknown to anyone outside it, they do seem to stress other aspects of the teachings than the priests. Though a ban of dice games could possibly be interpreted by what the priests says, the collection of protection money from younger recruits or the joy they take in burning down buildings, tents, fields or even people does not seem to correspond to anything the Heliodromi say.*

## Stats

* Fire Resistance (50)
* Large Shield

Attacks:

 Shortswort
Olm

## Description

*Olms are an ancient race of wormlike beings gifted with superior intelligence and a mind that extends beyond its body, according to Pyrrho. The Olms have lived in the water-filled caverns of the deeper earth since the dawn of time. They are a proud race with an incomparable history. Since every Olm can sense and partake in the mind of the Conclave, the social grouping of the Olms, their history is never forgotten and grows with every meeting of two conclaves. However, regardless of the vastness of their history, we imagine that it would easily fit in a short book or two. The Olms have never left the underearth and most of their history would probably be recordings of the frequency of dripping water in their dismal caverns. An interesting fact regarding the Olmic race, apart from their long history, is that the Olms are considered to be the forefathers of the Pale Ones. Since we don't have access to the historical records of the Olmic Conclaves, we cannot be sure of this. Troglofilus tried to dissect a number of Olms to see if it was possible to map their history through their brains, and thereby prove that the Pale Ones have nothing in common with the Olms. His experiments failed, but he did prove that the red feather-like appendages surrounding the neck of the Olms are not external brains, but gills.*

## Stats

* Amphibian
* Slow

Attacks:

 Fist
Rabbit Illusion

## Description

*Looks just like a regular Rabbit - if the Rabbit 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:
Phantasmal Greater Devil

## Description

*Looks just like a regular Greater Devil, only mirrored. If the troop you meet is left-handed or looks very similar to the rest of the squad, you might be better off ignoring it altogether and even disbelieving that it is there. It is said, however, that most demons and devils are indeed left-handed to begin with, but any such rumors are still unsubstantiated as it is generally a bad idea to trust anyone that has survived a meeting with either, and Demonologists are generally very secretive about this.*

## Stats

* Spirit Sight
* Poison Resistance (100)
* Sleep Immunity
* Charm Immunity
* Ethereal
* Mindless
* Flying

Attacks:

 Phantasmal Sword
Raktapata

## Description

*If you consider the monkey-people, they are in need of spiritual as well as temporal leaders. In the lands of the Monkey Maharaja the spiritual leadership has been conducted by the White Ones. In the depraved kingdom of the Raksharaja, the ancient wisdom has been abolished and spokesmen of Maya, the false world, have taken the place of the White Ones. The Raktapata is such a figure, a false spiritual leader that deceives the gullible monkey-people and prepares them for slaughter at the bloody banquets of their King.*

## Stats

* Ritual\_Caster

Attacks:

 Dagger | 2
Queen of the Sea

## Description

*Thalassa is one of the three Elemental Queens of Water, primordial beings spawned from the Elemental Plane of Water at the Dawn of Time. They are believed to be the progenitors of all elemental beings and they each represent one aspect of their element. Thalassa is the Queen of the Sea and she is perceived as the most fickle and dangerous of the three. Her dominion is the raging sea and crashing waves and she brings destruction to coastal settlements and ships that enter her domain. Her children are Undines with bodies formed of water.*

## Stats

Spawns with an Orb of Water.

Special properties:

* Fire Resistance (50)
* Cold Resistance (200)
* Poison Resistance (100)
* Sleep Immunity
* Pierce Resistance
* Slash Resistance
* Blunt Resistance
* Other Planar Immortality (Elemental Planes)
* Combat Caster
* Giant Sized
* Amphibian
* Unique
* Slowly spawns Childs of Thalassa

Attacks:

 Wave Strike

## Rituals

* Water Pact
* Lesser Water Summoning
* Second level Warlock of Water Rituals
Longdead (Broadsword)

## Description

*The Longdead are so called because their bones have lain long enough in the ground that worms and other corpse-feeders have gnawed away most of the flesh. While most longdead are the result of necromantic practices, there are numerous reports of skeletal remains walking about without necromantic leadership. While tempting, most of us have discarded the idea that the bones of mortals carry memories, and independent longdead arise when the memories of the bones have been weakened enough to forget that they are dead, but remember how to walk. #This Dementia Theory is at least more attractive than the Bored Bones Theory that claims that everything is inhabited by a spirit, a spirit that can become bored with lying around immobile and therefore animates the vessel it inhabits, in this case a set of unfleshed bones.*

## Stats

* Cold Resistance (100)
* Poision Resistance (100)
* Undead
* Sleep Immunity
* Charm Immunity
* Never Heals
* Pierce Resistance
* Banishable (destroy)
* Mindless
* Amphibian

Attacks:
Malik

## Description

*The Melqarts, blood-thirsty Rephaite kings of ancient times, were once perceived as the sons of gods. Now their memories have taken that place and the dead kings have become gods in the truest sense. These deified dead are important in the cult of Ba'al. The Malikum have made themselves kings of the Underworld, as they once were kings in the land of the living. From their ghastly courts the Malikum answer the call of the priestesses of Ba'al to receive life undying in the living world in exchange for the lives of many men at a banquet for the dead. Accompanied by their Ditanim, they return to lead the Rephaim and other servants of Ba'al as incarnate gods.*

## Stats

* Cold Resistance (100)
* Poison Resistance (100)
* Undead
* Sleep Immunity
* Charm Immunity
* Ethereal
* Pierce Resistance
* Shield
* Banishable (destroy)
* Regain Sanity (1)

Attacks:

 Broadsword
Necromancer (unit)

## Description

*Most grown up necromancers can be divided into three major groups. The brooders who dress in black, seem incessantly moody and prefer the company of death. Occasionally the brooders will try to revenge a forgotten old slight by raising an army of the undead and march upon the settlement where the perceived wrongdoer lives. Another common necromancer is the person who has lost a loved one and tries to revive him or her. As most will not contend with a mindless rotting version of their loved ones they often have to isolate themselves studying the undead. Of course as they most often only will end up with a rotting mindless creature anyway, they will go quite mad. The third group of necromancers is made up of people lacking friends and try to create them through a horde of undead. Who has not seen the deranged student of magic talking to en animated doll or even plain air. It is far worse seeing the disturbed necromancer talking to a host of rotting corpses.*

## Stats

* n/a

Attacks:

 Staff

## Rituals

Retains all Necromancer Rituals he had acquired as an apprentice as well as gaining access to Grand Ritual of Mastery and one random second level ritual.
Mummy

## Description

*After removing the viscera and placing them in appropriate vessels, the corpse is embalmed and bound with linen wraps. This antediluvian art is still practiced by some Necromancers.*

## Stats

* Fire Vulnerability (100)
* Cold Resistance (100)
* Poision Resistance (100)
* Undead
* Sleep Immunity
* Charm Immunity
* Never Heals
* Immortal
* Banishable (Destroy)
* Mindless
* Disease

Attacks:
Onyx Sorceress

## Description

*There are four major tribes of amazons, each named after a different type of gemstone. The onyx amazons are more heavily armored than the other tribes, probably because they fear them. 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

* n/a

Attacks:

 Staff