recursal/Fanatic-Fandom huggingface dataset:
Phantasmal Spearman

## Description

*Looks just like a regular Spearman, 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
* Shield
* Mindless
* Floating

Attacks:
Priest of the Bloody Mother

## Description

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

## Stats

* Blessed

Attacks:

 Dagger

## Rituals

 Ritual of Mastery
 Ritual of Grand Mastery
Rakshasa

## 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. In primordial times the Rakshasas of this depraved land waged war upon the sun, but lost and were banished to Naraka for their sins. Since the war against the Sun, all fires recognize them for what they are and even the slightest fire burns their flesh to a crisp. The Rakshasas of Naraka are minions of Maya and can use illusions to trick and beguile those of limited understanding, and their claws are as poisonous as their lies.*

## Stats

* Fire Vulnerability (50)
* Constant Mirror Images (1)

Attacks:

 Bite | 2
Ogre Chief

## Description

*Lacking any lineage or any other civilized traits, while having weakness for gambling, the Ogre tribes have a rather unique way of choosing their leaders - they choose them by drawing lots. The exact way that the lot is drawn changes from time to time as the current leader can choose if the lot or gamble will use dice, cards or just colored rocks. Depending on the leader's choice, the process can take everything from a few minutes to several weeks. Since the rules state that it has to be a gamble, the loser will be sacrificed to their gods, the exact way being chosen by a number die and can range from ritual dismemberment to being slowly crushed by rocks to being eaten by the tribe. This mandatory gamble has led to the Ogres at times being led by the least worthy but most lucky member of the tribe. Considering gambling a holy act, any human who wants to participate is allowed to do so, and throughout history there have been instances of notorious bandits leading Ogre tribes.*

## Stats

* n/a

Attacks:
Rune Smith

## Description

*According to most lore the Dwarves are excellent metal smiths. Dwarves are closely connected with the mountains and some even say that according to their own myths the queen is married to the mountain where she dwells. Due to this connection, every Dwarf has an innate understanding of the properties of metal - some of our scholars claim that it is due to them consuming metals as we do food. A rare few have been imbued with the magical properties of the different metals and are able to produce swords, armor, pickaxes and good quality cauldrons. According to Paetus, it is their loss of a carapace that makes the Dwarfs love a strong armour so highly.*

## Stats

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

Attacks:

## Rituals

* Ritual of Mastery
* First level Rune Smith Rituals
Dragon Illusion

## Description

*Looks just like a regular Dragon - if the Dragon 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
* Causes Fear
* Giant Sized
* Flying

Attacks:

 Illusory Bite¹
 Illusory Claw

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

## Description

*Looks just like a regular Lion, 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:

 Phantasmal Claw
Phantasmal Dragon

## Description

*Looks just like a regular Dragon, 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
* Causes Fear
* Giant Sized
* Flying

Attacks:

 Phantasmal Bite¹
 Phantasmal Claw

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

## Description

*Unknown even to the Dwarves, if information gathered from captured Dwarven scouts can be trusted, the Oracles of the Deeper Earth seem to be the true leaders of the Pale Ones. Just as the regular Pale Ones grow into huge beasts, their Earth Reader soothsayers must grow in size and power over the centuries. Recently we discovered a huge, cavernous tomb filled with mummified dead, gold and gems. Meditating in the inner chamber was a huge and grossly fat Pale One, adorned with jewelry. It was swiftly disposed of after having its eye pierced by a bolt from the Vision's Foe carried by our proud commander. The Pale One veneration of the Dead attested to by dwarven informants suggests that there are Ancient Oracles who have learned Necromancy as well as Geomantic spells.*

## Stats

* Acute Senses
* Fire Resistance (50)
* Cold Resistance (50)
* Amphibian

Attacks:

 Cast spell
 Club

## Rituals

* Lesser Ritual of Mastery
* Ritual of Mastery
* Ritual of Grand Mastery
* First level Pale One Rituals
* Second level Pale One Rituals
* Third Level Pale One Rituals (Gains Awaken Onyx Oracle,the only third level ritual, on promotion)
Large Spider

## Description

*It may look as large as a Giant Spider, but the Large Spider is mostly long legs and not much body. Even though it is a bit smaller and not quite as venomous as its larger cousin, it compensates for this by being even meaner. It likes to trap humans in its web and let a few drops of poison kill them slowly. It then watches their agonies with its many eyes and skitters around in anticipation. Just like most many-legged beasts, the Large Spider is an excellent climber and can scale any surface.*

## Stats

* Wall Climbing

Attacks:

 Weak Venomous Bite
Living Boulder

## Description

*Controlled by the magic of the Dvala, the living boulders are even more well behaved than regular boulders. They can lie still for years without bothering anyone, although sometimes they move a little at night when no one sees them. But when the mine is attacked they will be the first ones to charge the enemy in an attempt to roll over them.*

## Stats

* Fire Resistance (50)
* Cold Resistance (50)
* Poison Resistance (100)
* Sleep Immunity
* Charm Immunity
* Never Heals
* Pierce Resistance
* Slash Resistance
* Mindless
* Trample (5)
* Fast
* Amphibian
* Stationary

Attacks:
Longdead (Broadsword Shield Armor Helmet)

## 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
* Shield
* Banishable (destroy)
* Mindless
* Amphibian

Attacks:
Pale One Soldier

## Description

*The Pale Ones are as lacking in warcraft as they are in culture. Most of their soldiers use arms and armor made of bronze and cave cow leather.  That ironworking hasn't been discovered by a race living in the depths of the earth clearly shows how inferior they are to most other cave dwelling races. Dwarves in particular stand out as an example of a race of extraordinary cultural stature, where craftsmanship, collective building endeavors and runic lore have been perfected for millennia.*

## Stats

* Bad Sight
* Shield
* Amphibian

Attacks:
Mother of Monsters

## Description

*How and why all the strange swamp creatures were created was unknown for a long time. Some learned men thought they were created by some yet unknown boiling swamp that produced unformly creatures. Then rumor came of a huge swamp living monster that was producing strange swamp creatures at an alarming rate, and the origin of all these swamp creatures became clear.*

## Stats

* Poison Resistance (100)
* Causes Fear
* Poison Aura (2)
* Spawn Monsters (Doppler Spawns, Hydra Hatchlings, Marsh Worms and Swamp Monsters)
* Giant Sized
* Swamp Move

Attacks:

 Fist
Necromancers Apprentice

## Description

*Necromancy is generally considered one of the lesser arcane arts, but it is a good start to learn magic when young. I guess We all all had some fun with reanimating simple things during our apprenticeship years, and it was only a few years ago that we had a craze in which every child was to have their own reanimated mouse or sparrow. But childish pursuits do not fit the grown up mage so there is no wonder that the necromancer in general is an unbalanced and unstable creature. Actually the apprentices are often more useful than the real necromancers as their chores might have kept them too busy to develop a weirdness of their own.*

## Stats

* n/a

Attacks:

 Dagger

## Rituals

Starts with Lesser Ritual of Mastery, Ritual of Mastery and 2 random first level Necromancer Rituals.
Ogre

## Description

*The smallest of the Giants lives in small tribes that often raid our farmlands. Having had a close relationship with Trolls and Hill Giants, they have developed a dire craving for human flesh, but in being more cunning than their cousins, they often execute well planned raids on human villages or waylay travelers at crossroads in order to fill up their larders. While Trolls seem to prefer females of noble blood, Ogres make no such distinction, and if anything they prefer a plump merchant to a skinny princess. It is said that Ogres were originally a crossbreed between humans and giants, and while our anatomists claim that such a coupling would be impossible, the Ogres are more cunning than their brethren and sometimes an Ogre is born that looks almost human. Another theory that has been recently investigated is that the Ogres were once a human tribe that has changed due to their proximity to Giants and the magical nature of their lands. Regardless of their origin, travelers in the outskirts of the realm are well advised to avoid any offers from a large, oafish looking merchant or innkeeper to taste their confit de marchand.*

## Stats

* n/a

Attacks:
Master Illusionist

## Description

*Having perfected the art of performing tricks with mirrors, the able Illusionist can call himself a Master Illusionist. Having a somewhat loose definition of the truth, it is not a title that is acknowledged by any but the most weak-minded, and several charlatans lacking in ability have claimed this title based on nothing more than smooth words. It is argued, and I would be prone to agree, that the art of Illusionism is a condition rather than an actual art. In severe cases of mythomania, the victim spins lies so convincing that he can begin to create such false worlds in papers, in songs and finally in mirrors. Such hallucinations sometimes spill over into our world, and the Illusionist, standing on the fence between madness and slyness can thus control his lies and hallucination. Many wounded suitors have found that the person they lusted after was nothing more than just a wicked dream of an Illusionist. Though I have by no means, regardless of any reputation in the college dorm, encountered such a creature myself, one can only imagine the pain the cruel Illusionist caused his victims as the object of their desire dissipated into thin air when they believed they had finally succeeded in winning the heart of their chosen love.*

## Stats

* Invisible

Attacks:

 Fist

## Rituals

* Lesser Ritual of Mastery
* Ritual of Mastery
* Ritual of Grand Mastery
* First level Illusionist Rituals
* Second level Illusionist Rituals
* Third level Illusionist Rituals
Pale One

## Description

*A strange race of one-eyed creatures has evolved in the dark caverns under Elysium. Untouched by the sun, they have become known to humans as the Pale Ones.  They dwell in cavernous, intricately carved halls in the depths of the earth. The Pale Ones have gills and also inhabit underground lakes and rivers. Their large single eye has very good night vision and can see well in dark caverns where the only glimmer of light comes from the luminous mushrooms growing there. However, in daylight their vision is abysmal by human standards, the sensitive eyes accustomed to pitch darkness blinded by bright sunlight. Pale Ones never stop growing and ancient ones can be of enormous proportions.*

*The wisest of the ancient ones are the Oracles, priest-mages of great power. The Oracles gather magical gems found beneath the earth and use them to divine the future and to summon allies in times of war. The leader of the Pale Ones is called the King of the Deep.  He is a very old and therefore also a very large Pale One.*

*Abilities:*

* *Pale One starts with a citadel in "Agartha" beneath a pit in Elysium.*
* *The King of the Deep is very tough.*
* *Most pale ones have poor eye sight, which hampers them in combat.*
* *Oracles can be recruited if temple sites are under the Pale Ones control.*
* *Oracles and Earth Readers gather gems.*
* *Gems (emeralds in particular) can be used for magic rituals.*

## Starting Resources

Units

* 1 King of the Deep
* 1 Earth Reader
* 5 Pale One Soldiers
* 10 Pale Ones

Territory

* 1 Huge Cave

## 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).
Magma Warrior

## Description

*The para-elemental warriors are made from two elements each and are usually more powerful than their more pure brethren. They are a rare sight to behold though, as the para-elementals are not really at home in any of the elemental planes.*

## Stats

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

Attacks:
Oracle of Rhuax

## Description

*Unknown even to the Dwarves, if information gathered from captured Dwarven scouts can be trusted, the Oracles of the Deeper Earth seem to be the true leaders of the Pale Ones. Just as the regular Pale Ones grow into huge beasts, their Earth Reader soothsayers must grow in size and power over the centuries. The corpse of a remarkably huge and fat Pale One adorned with jewelry was found after a battle in which avalanches and magmatic eruptions wiped out part of our army and almost defeated our attack. Only with the aid of the Adepts of the Iron Order was the battle won, and the Pale Ones defeated. The Pale One veneration of subterranean fires attested to by dwarven informants suggests that there are Ancient Oracles who have learned Pyromancy as well as Geomantic spells.*

## Stats

* Acute Senses
* Fire Resistance (50)
* Cold Resistance (50)
* Amphibian

Attacks:

 Cast spell
 Club

## Rituals

* Lesser Ritual of Mastery
* Ritual of Mastery
* Ritual of Grand Mastery
* First level Pale One Rituals
* Second level Pale One Rituals
* Third Level Pale One Rituals (Gains Awaken Onyx Oracle,the only third level ritual, on promotion)
Malefic Markgraf

## Description

*Though it long appeared as if the Nekromants in fact ruled the Markgraf’s domains, some recent news seem to indicate that the Markgraf was indeed in control the whole time, or at least tried to be. Spending the money earned from manufactures and settled lawsuits on research in order to investigate an old rumor in the Markgraf annals, he hoped to gain power for himself. We at the College of Cerebra Magni were happy to be able to present the results of our studies, which indicated that the Nekromant could aid the Markgraf in achieving a status of powerful undeath. The disadvantage being that he requires the blood of living people on a constant basis, though not necessarily that of Hoburghers. There are some uncertainties as to how he received our results, because the envoys that were sent with the results seem to have disappeared during their travels. However, the Markgraf has since paid the monies due and even offered a stipend for young scholars to travel to the Markgrafdom to study.*

## Stats

* Cold Resistant (100)
* Poison Resistant (100)
* Undead
* Charm Immunity
* Regeneration
* Immortal, reforms in Old Castle
* Slash Resistance
* Blunt Resistance
* Banishable
* Leadership (2)
* Cannot Pass Rivers
* Flying

Attacks:

 Shortsword

## Rituals

Can Eat Village to reduce insanity at the cost of degrading the village to a hamlet.
Phase Spider

## Description

*The well-known children's chant 'Twinkle, twinkle bitsy spider' most likely refers to the infamous Phase Spider. Living between worlds, they have the unsettling ability to spin their nets within the Void, capturing any unwarded teleporting traveler coming their way. At times they will blink into our world and the untrustworthy Illusionist will then lure them through a set of mirrors resembling the Void in order to keep the Phase Spiders in his service.*

## Stats

* Displaced
* Wall Climbing

Attacks:
Onyx Golem

## Description

*Golems are powerful constructs that are just as hard to kill as the material they are made from. The more powerful golems have special abilities that are inherent to their building material.*

## Stats

* Fire Resistance (50)
* Cold Resistance (50)
* Shock Resistance (100)
* Poison Resistance (100)
* Sleep Immunity
* Charm Immunity
* Never Heals
* Pierce Resistance
* Slash Resistance
* Mindless
* Giant Sized
* Causes Fear

Attacks:
Phantasmal Horror

## Description

*Looks just like a regular Horror, 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. Though what is left or right on a horror is difficult to tell, as they are not wont to follow the usual rules of dimensional coherence and consistency.*

## Stats

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

Attacks:
Monster Boar

## Description

*The Boar is not a nice beast.  It roams the plains and woodlands of Elysium and bullies other wildlife. Boars often raid farms and small settlements in their constant hunt for truffles and rotten turnips. The Boar has a foul temper and will enter a furious rage should anyone stand up to its bullying or try to hinder its quest for food.*

## Stats

* Berserker
* Trample (4)
* Fast

Attacks:
Pikeneer

## Description

*The pike is an important weapon when fielding large armies. Its length makes it possible to strike even from behind the front line and the Pikeneer also wears a heavy breastplate to compensate for the lack of a shield.*

## Stats

Attributes:

1 This unit will try to stand in the front row and engage in melee. If there are multiple front rows the unit will try to stand in the rearmost row.

* n/a

Attacks:

2 This attack can also be used from the second rank.
Nagini

## 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 dwellers of the nether realm of Patala the Nagini, female Naga witches, are the most wicked. Transforming their very bodies into enticing Vanara females they seduce and lure Vanara males away from their tasks and proper place in society. Fortunately that which is alluring to monkeys should not be remotely enticing to the majority of our soldiers, so we need not fear the wily tricks of the Naginis, should we ever encounter them.*

## Stats

* Awe (1)
* Cold Blooded
* Amphibian
* Poison Resistance (50)

Attacks:
Leo

## Description

*It is said that the Sun Cult requires its members to contribute generously in order to gain access to the deeper mysteries of the order.  For some reason they have gained many wealthy followers who have quickly risen in the ranks. It is true that the Cult is not without a certain political influence, something that may have attracted some of their new followers. Their militaristic views have also made them quite popular among the soldiers, which is why they have had no problems in setting up certain elite squads consisting of experienced soldiers who get a quick introduction to the mysteries of the cult. Their leaders are said to be favored by the sun, and seem to often comes from wealthy families without either martial experience or a lineage that would give them a chance to command. The Leo contributes the armor of his entire unit, which has provided the local bronze smiths that are part of the cult with good business opportunities. The commander himself is dressed in a polished bronze plate decorated with a an image of a lion surrounded by a flame-like mane. Some say that he is also given the ability to channel a minor aspect of the solar powers of the priests. At his side and dealing with the everyday duties of leading the unit is one of the senior soldiers.*

## Stats

* Fire Resistance (50)
* Leadership (1)
* Enables Recruitment (Princeps Solaris)

Attacks:

 Shortsword
Markgraf Guards

## Description

*Due to a desire to appear quite as successful as his more prosperous cousins, the Markgraf has chosen to more or less copy the trappings of the office of the Burmeister, including his own bodyguard. Mainly deployed to man the walls or to guard the Markgraf, the guard is specialized in countering thongs of angered peasants, and they are famed for their ability to form living chains before the Markgraf, and for being able to find hidden food larders during the Markgraf’s impromptu tax rounds.*

## Stats

* Shield

* Slow

Attacks:
Mandeha

## Description

*According to the White Ones, there were once three Rakshasa brothers of vast powers. When they saw the Sun they were envious of its beauty and splendor and decided that they would gobble it up and plunge the world into darkness and eternal slumber. They rallied all the Rakshasas of Rasatala and waged war upon the Sun. But the Siddhas of Svargaloka instructed the White Ones how to recite the holy mantras of the Dawn. And so the minions of the Sun were successful and the Mandehas were defeated and all the Rakshasas were banished from Elysium, forever antagonized by the fires of the world.*

## Stats

* Mirror Cloaking (30)
* Fire Vulnerability (100)
* Constant Mirror Images (3)
* Combat Caster
* Causes Fear
* Flying
* Ritual Caster

Attacks:

 Cast Spell
 Magic Battle Axe | 4
Satyr Warrior

## Description

*Although most satyrs are slaves to their bestial nature, we have seen an encouraging amount of satyrs that have started to use simple tools. A bit harder to accept, it would seem, is the use of clothing. The dryads have managed to equip an increasing number of satyrs with furs and simple weapons. If the brutes would actually use them in battle is hard to say, but the dryads seem confident in the abilities of their kin. Those given spears and shields are likely to last longer than their kin, unless they suddenly decide that the shield hampers their mobility and primal urges.*

## Stats

* Forest Stealth
* Sleep Immunity
* Shield
* Berserker
* Battle Fast

Attacks:

 Hoof
Olm Farseer

## 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
* First level Pale One Rituals
* Second level Pale One Rituals (gains random ritual upon promotion)
Red Kobold Slinger

## Description

*Some of the kobolds are given a sling and thus a slightly higher chance of staying alive. Though somewhat higher in rank then their slingless brethren, a large number of them still end up being beast fodder in one way or another. Fearful of ending up at the front of the army, they have no qualms about pelting any routing kobold in front of them with rocks.*

Do not underestimate the slingers, unless you wear heavy armor. By their sheer numbers, an avalanche of pebbles may cripple an army if it is not careful.

## Stats

* Fire Resistance (100)
* Expendable Kobold

Attacks:
Magic Miscellaneous Items

Miscellaneous Items

## Bottle of Demon Blood

* Path Boost: Infernal Magic + 1
* Fire Resistance (100)

## Bottle of Living Water

* Summons 1 Water Elemental at start of battle.

## Dream Crystal

* Sleep Immunity
* Fast

## Eye of the Night

* Path Boost: Dark Magic +1
* Path Boost: Night Magic +1
* Cursed Item
	+ Applies wound: Lost an Eye
* Casts Fear automatically in combat
	+ (1-12 vs morale (magic, magic resist negates with great difficulty, armor negating)
	+ Single target
	+ Range: 8

## Eye of the Old One

* Path Boost: Witchery +1
* Path Boost: Troll Magic+1
* Cursed Item
	+ Applies wound: Lost an Eye
* Regeneration (5)

## Magic Lamp

* Summons 1 Air Elemental at start of battle.

## Magic Spores

* Summons 1 Blood Fungus at start of battle.

## Pile of Bones

* Summons 5 Longdeads at start of battle.

## Ring of Protection

* MR +2
* Armor Bonus +1

## Scroll of Returning

* One use
* Randomly teleports the user and army to a random location on Elysium

## Spirit Eye

* Spirit Sight
* Sense Dead
* Lost an Eye
* Cursed Item

## Warriors Charm

* Str +1
* HP +5

## Whispering Skull

* Path Boost: Necromancy +1
* Charm Immunity
Phantasmal Beholder

## Description

*Looks just like a regular Beholder, only mirrored. It is true that it is very difficult to discern what is left-sided and what is right-sided on a Beholder, as few have survived long enough to perform any more thorough studies. However, most people seem to conclude that the Beholder is in fact fairly symmetrical, making this method of revealing phantasms somewhat prone to error.*

## Stats

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

Attacks:
Roc

## Description

*The Roc is like a Giant Eagle, but much larger. It is large enough to grab a Bear and fly away with it, should it want to. But the Bears and Rocs seem to get along quite nicely, so it is more likely to grab huge boulders and drop them on fortified human settlements.*

## Stats

* Acute Senses
* Giant Sized
* Flying

Attacks:

 Talon
Pale One (unit)

## Description

*Much like apes have devolved from humans, scholars have claimed that the Pale Ones are degenerate Olms. The proud Olmic race lives in dark caverns under the Roots of the Earth. While Olms are blind, they are gifted with superior minds and the ability to sense their surroundings as well as the minds of others. How the Pale Ones devolved from the Olms is not known, but closeness to the surface world and the influence of foul magic seems likely. The Pale Ones are a strange race of one-eyed humanoid Olms. Grossly fat, one-eyed and bereft of deeper intellect, it is clear they were not meant to be. Untouched by the sun, they have become known to us as the Pale Ones. They are gifted with perfect darkvision and gills, but their single eye is inferior to even the eyes of fish. The Pale Ones, like their Olm ancestors, inhabit underwater rivers and lakes as well as cavern halls.*

## Stats

* Bad Sight
* Shield
* Amphibian

Attacks:
Longdead (Spear Shield Armor)

## 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
* Shield
* Banishable (destroy)
* Mindless
* Amphibian

Attacks:
Oracle of Apsu

## Description

*Unknown even to the Dwarves, if information gathered from captured Dwarven scouts can be trusted, the Oracles of the Deeper Earth seem to be the true leaders of the Pale Ones. Just as the regular Pale Ones grow into huge beasts, their Earth Reader soothsayers must grow in size and power over the centuries. An explorer of the deeper earth, claiming to own an elven cloak and the friendship of dwarves, however unlikely, recently told a tale of a Conclave of Olms consulting with a huge and grossly fat Pale One adorned with jewelry. The Pale One veneration of Olms and subterranean waters attested to by dwarven informants suggests that there are Ancient Oracles who have learned Hydromancy as well as Geomantic spells.*

## Stats

* Acute Senses
* Fire Resistance (50)
* Cold Resistance (50)
* Amphibian

Attacks:

 Cast spell
 Club

## Rituals

* Lesser Ritual of Mastery
* Ritual of Mastery
* Ritual of Grand Mastery
* First Level Pale One Rituals
* Second Level Pale One Rituals
* Third Level Pale One Rituals (Gains Awaken Onyx Oracle,the only third level ritual, on promotion)
Ruby Iron Dragon

## Description

*The most advanced of the constructs are the dragons. In contrast to the other constructs, they are quite nicely done and the Iron Dragons are the most expensive and fanciful part of the Hoburg army. Originally thought of as an extravagant mount for the Burgmeister, the mere weight of them makes it impossible to fly more than short stretches during a fight. The plans were abandoned altogether when the Burgmeister of that time realized that the dragon would not avoid branches or other things that were in the way, and its responses to his steering commands were far too slow.
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 ruby is connected to the Plane of Fire and a construct that is powered by a ruby will shoot forth flames against its opponents.*

## Stats

* Fire Resistance (100)
* Cold Resistance (100)
* Shock Resistance (100)
* Poison Resistance (100)
* Sleep Immunity
* Charm Immunity
* Never Heals
* Pierce Resistance
* Mindless
* Trample (6)
* Giant Sized
* Flying

Attacks:

 Bite
Satyr Javelinist

## Description

*Although most satyrs are slaves to their bestial nature, we have seen an encouraging amount of satyrs that have started to use simple tools. A bit harder to accept, it would seem, is the use of clothing. The dryads have managed to equip an increasing number of satyrs with furs and simple weapons. If the brutes would actually use them in battle is hard to say, but the dryads seem confident in the abilities of their kin. Those given javelins are likely to die first when the battle starts, as they will probably throw everything they have at the enemies and then charge into battle unarmed. That is the nature of the satyrs.*

## Stats

* Forest Stealth
* Sleep Immunity
* Berserker
* Battle Fast

Attacks:
Rain Warrior

## Description

*It would seem* *the rain-priests of Aztlan not only ally themselves with the toadmen of their marchlands, but actually revere the brutes, giving them armaments and status far surpassing those of the human inhabitants of their lands. We have only encountered these unholy brutes a few times, but it is clear, and not unsurprising, that they outperform all units the savages otherwise brings to battle.*

## Stats

* Poison Resistance
* Swamp Move

Attacks:

d10 poison damage
(armor negating)
Lesser Earth

## 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 (50)
* Shock Resistance (50)
* Poison Resistance (100)
* Sleep Immunity
* Charm Immunity
* Never Heals
* Mindless
* Amphibian
* Mountain Move
* Passwall

Attacks:

 Fist
Pale One Scout

## Description

*Even an inferior race devolved from intelligent worms can see the need of good information. How the Pale One Scouts manage to perform their task is still a mystery, considering the limits of their one eye. There are indications that some spark of the Olmic mind still resides in the brains of the Pale Ones. If so, it is possible that the Pale One scouts are gifted individuals with abilities to sense minds in their vicinity. However, it is more likely that they use their affinity for slow movements in the dark to avoid detection while observing enemies with their big black eye.*

## Stats

* Stealth
* Acute Senses
* Amphibian

Attacks:
Phantasmal Knight

## Description

*Looks just like a regular Knight, 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
* Shield
* Mindless
* Battle Fast
* Floating

Attacks:

 Phantasmal Hoof
 Phantasmal Sword
Ozelotl

## Description:

*The Ozelotl is a jaguar fiend sent by the Teotl Demon Gods. Giuseppe claims that they are of infernal nature and can be banished by the righteous, but if so, they should have been encountered at the battle of Crec, where the Infernal Lords emerged from the Pit.*

## Stats

* Banishable
* Blessed
* Flying

Attacks:
Markata Archer

## Description

*The Markatas are simple minded beasts only slightly more clever than the average dog. Strangely enough, they are still considered part of society and are sometimes gathered and trained to follow command. They are not clever enough to understand warfare and can easily be driven towards the enemy unaware of the danger of enemy archers. Sometimes they are given small bows, but the reason behind this is probably mostly to encourage the brutes to join the army, as the bows are much too weak to be useful in combat.*

## Stats

* Wall Climbing

Attacks:
Scourge King

## Description

*At times the Scourge Lord will assume so much power and land, albeit withering at this point, that he will call himself a King, and thus is often mentioned in the journals as a Scourge King.*

This, however, is a faulty view as the title of king requires both a bloodline and a righteous claim on the throne, as is true with the most noble benefactor of our university. The Scourge King ought rather to be called a Scourge Usurper, Despot or Tyrant. I would personally choose to use the title of Scourge Usurper.

In order to appear more majestic, the Scourge King often uses magic and simple tricks to enhance that in which nature has failed him. Special shoes will make him look taller, golden dye and skillful combing will cover any grey hairs or bald patches, and through illusory magic and blotches on his skin are covered.

## Stats

* Dark Blessing
* Lifeforce Spellcasting (Range 6)
* Desert Move
* Enables Recruitment (Sellsoul)
* Ritual Caster

Attacks:

 Staff

## Rituals

* Lesser Ritual of Scourge Mastery
* Ritual of Scourge Mastery
* Grand Ritual of Scourge Mastery
* Call of the Pyramid
* Construct Pillar of Power
* Scourge Summons
* Dark Bonds
* Call of the Pillar
* Construct Pyramid of Power
* Pyramid Walls
* Appoint Herald
* Dark Blessing
* Dark Scourge Summons
* Construct Guardian
* Pyramid Gate
* Construct Mountain of Power
* Black Scourge Summons
Pikeneer Illusion

## Description

*Looks just like a regular Pikeneer - if the Pikeneer 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
* Floating

Attacks:
Rime 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
Outdoor Dwarf

## Description

*Every so often there is a bad egg in the hatchery. These Dwarves do not fit in with the rest and it is said that they lack the connection to the collective the rest of the Dwarves share, and it is often they who are responsible for the small private stashes that can be found hidden in and around mines. Though a deviation from the general Dwarf, they have a vital role in dwarven society. The regular Dwarf would be a poor scout or negotiator, so the Outdoor Dwarves are given the task of dealing with the outside world. Many of us know the Dwarves to be greedy, nosy, untrustworthy and cruel, but this is most likely due to the fact that we only meet the Outdoor Dwarves, some that have even gone renegade. While they are widely abhorred in their own society, Naso, our third biologist, claims that the Outdoor Dwarves are increasing in number and might become dominant in the future.*

## Stats

* Acute Senses
* Fire Resistance (50)
* Cold Resistance (50)
* Shield
* Mountain Move
* Snow Move

Attacks:
Markgraf (unit)

## Description

*Despite the apparent coherence of the Hoburg society, there is some opposition to the current order.  Being bested in an election to the title of Burmeister, the ancestor of the current Markgraf decided to withdraw himself from the Hoburg society altogether, setting up his domain as that of a Graf, modeled on the human Barons.  For a few generations this remote area of the Hoburg society was more or less self-sufficient, if a bit leaner than their neighbors.  The Markgraf managed to live well off his subjects and no dissenters to his rule survived to tell any tales.  Many Hoburgers of ill repute have found a refuge in the towns of the Markgrafdom, which had already broken with the customs of the Hoburg society.  As the Markgraf’s domains are more barren and worn down than the rest the Hoburg lands, the Markgrafs have tried every means available to improve the lot of their subjects and themselves.*

Using the Flesh Rite Markgraf Ritual the Markgraf can be transformed into a Ghoul Baron.

Using the Blood Rite Markgraf Ritual the Markgraf can be transformed into a Malefic Markgraf.

## Stats

* Leadership (2)
* Slow

Attacks:
Lich

## Description

*With lichcraft, the cunning Necromancer can prolong his life almost indefinitely. A practical side effect is that most bodily needs present in life no longer take time from studies of the Arts. The husk of the Lich is quite durable, although over the years some deterioration is inevitable. Especially the upper and lower lips seem susceptible to decay, which is of little consequence apart from making some incantations a bit harder to utter correctly. The procedure also requires the heart of the Necromancer to be hidden safely away from enemy mages and would-be heroes.*

## Stats

* Spirit Sight
* Fire Vulnerability (100)
* Cold Resistance (100)
* Poision Resistance (100)
* Undead
* Sleep Immunity
* Charm Immunity
* Immortal
* Pierce Resistance
* Banishable
* Regain Sanity (5)
* Amphibian

Attacks:

 Cast spell
 Touch of the Dead

## Rituals

The Lich retains all rituals known to the Necromancer it was created from, in addition gaining access to Greater Lichcraft.
Manflayer

## Description

*It is said the Manflayer is the only one who knows the art of flaying humans and turning their skin into something useful. However, in reality it is his apprentices who do most of the time consuming work of creating human leather. The Manflayer is often looked down upon and no one would want to become one. But no sane man would say this to the Manflayer's face as he is also a skilled and often quite mad Necromancer.*

## Stats

 Lance Charge
 Spear
Penumbral

## Description

*Shades and ghosts are what remains of a person when the body has died and they are thought to be the spirit or soul of the person. Some scholars argue that they are just manifest memories, but that can be easily refuted by anyone with a brief understanding of Hades. The Pale Ones are considered to be dumb brutes with mental faculties barely exceeding those of common beasts. While this might appear to be the case if you try to communicate with them in your own language, it is quite clear that they do indeed have a mind and a soul, albeit inferior to ours. The Penumbrals are shadowy beings resembling Pale Ones, but their lower soul is manifest and their faces are distorted and prolonged into sucking mouths that feed on the lifeforce of living beings.These strange shades have been encountered in Pale One armies and suggests that the Pale Ones have mastered not only Geomantic spells, but also the dark arts of Necromancy.*

## Stats

* Spirit Sight
* Cold Resistance (100)
* Poison Resistance (100)
* Undead
* Sleep Immunity
* Charm Immunity
* Ethereal
* Banishable (Destroy)
* Mindless
* Floating
* Amphibian

Attacks:
Rakshasa Warrior

## 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. In primordial times the Rakshasas of this depraved land waged war upon the sun, but lost and were banished to Naraka for their sins. Since the war against the Sun, all fires recognize them for what they are and even the slightest fire burns their flesh to a crisp. The Rakshasa Warriors of Naraka don armors and can use their great clubs to smash even heavily armed knights to pulp.*

## Stats

* Fire Vulnerability (50)
* Constant Mirror Images (1)

Attacks:

 Bite | 2
Queen of Storms

## Description

*Aella 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. Aella is the Queen of Storms and she is perceived as the most warlike of the sisters. She is revered and worshipped by Cloudfolk and the cloud-dwelling Airya as a goddess of war and triumph. Her children are living stormclouds.*

## 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
* Floating
* Unique
* Slowly spawns Childs of Aella

Attacks:

 Project Lightning
 Gusts of Winds

## Rituals

* Storm Pact
* Lesser Air Summoning
* Second level Warlock of Air Rituals
Rephaite

## Description

*The Rephaites are primordial giants that walked the earth at the time when Ba'al was incarnate. They are huge of stature and deathly pale. Horns grow from their foreheads and their hands have six fingers.  For millennia the Rephaim have been forgotten, but now the priestesses of Ba'al have called them back to serve their dark master and let them once more feast upon the flesh of men in horrible banquets in honor of the dead.*

## Stats

* Shield
* Banishable

Attacks:
Mud Warrior

## Description

*The para-elemental warriors are made from two elements each and are usually more powerful than their more pure brethren. They are a rare sight to behold though, as the para-elementals are not really at home in any of the elemental planes.*

## Stats

* Cold Vulnerability (50)
* Poison Resistance (100)
* Regeneration
* Swamp Move

Attacks:
Salamander

## Description

*The Salamander is a large, lizardlike being with a burning body and poisonous fangs. It might originate from the Plane of Elemental Fire, but if so, it is the only known poisonous being from that realm. Whatever its origin, the Salamander sometimes serves Warlocks and other elemental entities.*

## Stats

* Fire Resistance (100)
* Poison Resistance (100)
* Fire Shield (2)

Attacks:
Phantasmal Bear

## Description

*Looks just like a regular Bear, 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
* Floating

Attacks:

 Phantasmal Claw
 Phantasmal Claw
Lion Tribe Warrior

## Description

*The tribal men of the south claim to be blessed by the Lion Spirit. They live in small settlements in the dense rain forests of the south and rarely venture far from their homes, unless to wage war on their ancestral enemies, the Hyena Tribes. They are sometimes led by sorceror queens.*

## Stats

* Shield

Attacks:
Lion Illusion

## Description

*Looks just like a regular Lion - if the Lion 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:

 Illusory Claw