recursal/Fanatic-Fandom huggingface dataset:
Satyr Commander

## 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
* Satyr Spawn Boost (+2)

Attacks:

 Hoof
Longdead (Unarmed)

## 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:
Little Longdead (Unarmed)

## 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. The Little Longdead come from the remains of smallish folk.*

## Stats

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

Attacks:
Longdead (Greatsword and 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
* Banishable (destroy)
* Mindless
* Amphibian

Attacks:
Ritual of Grand Mastery

This ritual grants the caster a new third level ritual. If the caster is currently unable to cast third level rituals, it will be leveled up as well.

### Caster Upgrades (class)

```
Necromancer -> Grand Necromancer

```

```
Vampire -> Vampire Count

```

```
Wight Mage -> Wight King

```

```
Ghost Mage -> Ghost King

```

```
Demonologist -> Goetic Master

```

```
Witch -> Hag

```

```
High Priestess -> Anointed Priestess

```

```
Bakemono Sorceror -> Bakemono Great Sorceror

```

```
Bakemono Kunshu -> Bakemono Dai Kunshu

```

```
Druid -> Elder Druid

```

```
Horticulturist -> Garden Master

```

```
Horologist -> Clockwork Master Crafter

```

```
Warlock of Fire -> Great Warlock of Fire

```

```
Warlock of Water -> Great Warlock of Water

```

```
Warlock of Air -> Great Warlock of Air

```

```
Warlock of Earth -> Great Warlock of Earth

```

```
Priest King -> High Priest of the Sun

```

```
Moon Priest -> High Priest of the Moon

```

```
Blood Priest -> High Priest of Blood

```

```
Death Priest -> High Priest of Death

```

```
Rain Priest -> High Priest of Rain

```

```
Sky Priest -> High Priest of the Sky

```

```
Old Troll -> Ancient Troll (Mum)

```

```
Starspawn -> Elder Starspawn

```

```
Illusionist -> Master Illusionist

```

```
Malefic Markgraf -> Malefic Baron

```
Sacred Moose

## Description

*The white moose, king of the beasts, what a magnificent animal. Its splendor is so great that it would be impossible to willingly hurt this most magnificent beast. If it tries to feed on you, it would be best to remain still so that you don't disturb it when it is eating. However, the Sacred Moose has the same weakness as the Unicorn, namely that it likes young girls. So to kill a Sacred Moose, you should to distract it with a young girl and then strike it in the back before you realize how magnificent it is.*

## Stats

* Awe (1)
* Trample (2)
* Fast

Attacks:
Renata

## Description

*Renatae are part of an ancient order of Magi and Magae that officially study the mysteries of life, water and bodily fluids. They are also keepers of most of the genealogical records of the province. In return for a generous donation to the order, they can find a prominent past for almost any citizen. This has led to some legal problems with two families claiming the same line of ancestry. They are rumored to also try to influence present bloodlines through marriages with the right families, through manipulation of lineages and even through forgetting to record some less fortunate incestuous couplings. Many of the Renatae end up married into prominent families and some have even married into the Senatorial family in the past. Many of the Renatae have joined the order at a young age, hand picked from different families across the realm. Because they are often married into powerful families, few parents refuse the request of the Renatae to induct their children into the order.*

## Stats

* n/a

Attacks:

 Fist
Large Monster Mirror

## Description

*This enchanted mirror holds up to five images of monsters. The monsters can be anything from trolls to dragons. Only one being may appear when the mirror activates, and one out of every two activations will not summon anything.*

## Stats

* Cold Resistance (100)
* Poison Resistance (100)
* Sleep Immunity
* Charm Immunity
* Never Heals
* Mindless
* Stored Images (5)

Attacks:
Sage Magic

This is a school of magic which consists of spells causing sleep and confusion.

 Level 1 Spells

### Confusion

* Special effect: confusion
* (magic)
* (doesn't affect mindless beings)
* (magic resistance negates)
* (not affected by damage bonuses)
* Area of Effect: burst 1
* Range: 8

### Sleep

* Sleep
* (magic)
* (doesn't affect Mindless beings)
* (magic resistance negates, but with great difficulty)
* (only affects enemy units)
* Area of Effect: 2 strikes
* Range: 8

## Level 2 Spells

### Enchanted Sleep

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

### Bewilderment

* Special effect: confusion
* (magic)
* (doesn't affect mindless beings)
* (magic resistance negates)
* (not affected by damage bonuses)
* Area of Effect: burst 9
* Range: 8

## Level 3 Spells

### Riddles of Insanity

* Special effect: confusion
* (magic)
* (doesn't affect mindless beings)
* (magic resistance negates, but with great difficulty)
* (not affected by damage bonuses)
* (only affects enemy units)
* Area of Effect: 8 strikes
* Range: 8

### Slumbering Army

* Sleep
* (magic)
* (doesn't affect mindless beings)
* (magic resistance negates)
* (only affects enemy units)
* Area of Effect: entire battle field
* Range: 10
* This spell takes 2 combat rounds to cast.
Raksharishi

## Description

*A prophet and herald of the false world, the Raksharishi is everything you would imagine and worse. Where the White One Rishi is the epitome of wisdom and an unending source of knowledge, the Raksharishi is a manifestation of lies and falsehoods permeating the entire history of the monkey-people. Most scholars of monkey-lore are convinced that there is no such thing as a Raksharishi and what information we have on the matter is just the twisted falsehoods of deceived monkeys. But, should such a being exist, it would present a threat to the world as serious as the loss of the Pontiff's mitre seven years ago.*

## Stats

* Ritual\_Caster
* Sleep Immunity
* Enables Recruitment - Kala-Mukha Warrior, Kala-Mukha
* Fire Vulnerability (50)
* Constant Mirror Images (3)
* Mirror Cloaking (40)

Attacks:

 Magic Scepter | 3
Saint

## Description

*Many believe that the Saints are sent by God to perform wonders in his place and lead the righteous to a great victory. However, the Saints are easy to kill and seem to be bereft of any divine authority. They are skillful demagogues however, and the believers will gladly follow them and the common people are likely to convert when listening to their speeches.*

## Stats

* Blessed
* Stupid

Attacks:
Myrmecoleon

## Description

*The Myrmecoleon is another result of the terrifying breeding pits. Somehow, probably involving the expenditure of an extreme amount of life force, the Scourge Lord has manged to get a lion and an ant to mate. It is assumed that the pairing must consist of a male lion and an ant queen, as no other would produce such a fearsome creature.*

We have not, however, been able to deduce why the front is that of a lion and the back and legs those of an ant. If the Myrmecoleon follows the same laws as a centaur, we can conclude that the nobler part is made up from the head and torso, whereas the legs and lower body is made from the lesser of the two creatures combined.

I assume that one can use this rule and calculate the nobility of the different parts of a chimera. However, many scholars are still occupied with the question, "Is the sum of the parts more or less noble than the origin?"

## Stats

* Fire Resistance (50)
* Dark Blessing
* Causes Fear
* Fast
* Giant Sized
* Desert Move

Attacks:
Markmeister

## Description

*Leader of the Hog Hussars and pig herder extraordinaire, the Markmeisters are not chosen due to their excellence in battle but rather their loyalty, their inability to question orders and their closeness to the hogs their groups ride. There are some who argue that the Markmeisters are nothing more than enthralled Hussars, but this has been fervently denied by both the Markgraf and the Hussars. The Markmeisters themselves usually do not respond to that, or any other question.*

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

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

## Stats

* Battle Fast
* Leadership (1)
* Shield

Attacks:
Sea Giant

## Description

*The most powerful inhabitants of the Elemental Plane of Water are the Sea Giants, primordial beings of tremendous strength. They are warriors and guardians of their watery realm and wield enchanted tridents in battle. They live in coral castles and only leave their abodes to wage war upon the other elemental realms. Like all inhabitants of the realm of Water, Sea Giants have difficulties entering the Plane of Fire, but should they meet such beings in Elysium, they are likely to attack on sight.*

## Stats

* Fire Vulnerability (50)
* Hates fire beings
* Giant Sized
* Amphibian

Attacks:

 Tail Sweep
Smoke 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)
* Ethereal
* Floating

Attacks:

 Ember Dagger
Scourge Flame

## Description

*In a weak attempt to emulate the elemental masters, the Scourge Lord has captured a flame burning on wood infused with dark life force. The flame produced this way is of course inferior to a regular flame, which is as pure as this greenish sickly flame is foul. A regular flame will burn away taint and illness, whereas this will create it. If a person suffering from the plague is burned in pure flame, the plague, together with any impure thoughts, will be promptly burnt to cinders. Unfortunately, this is unusually true for the body as well.*

## Stats

* Fire Resistance (100)
* Poison Resistance (100)
* Sleep Immunity
* Charm Immunity
* Ethereal
* Unaging
* Mindless
* Lifeless
* Floating

Attacks:
Markgraf

## 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.*

*The subjects of the Markgraf are a quiet and suspicious people.  Strangers who come to visit will find that the doors are closed and no one will speak to them in the tavern.  One of the more noteworthy subjects of the Markgraf is the Nekromant, a Hoburgher with an affinity for the necromantic arts.  The Markgraf has seen the potential of using necromancy and put him to work on all kind of projects*

*Nekromants collect the left hands of dead criminals that can be found in towns and large villages.  These hands are called Hands of Glory and contain power that can be used in necromantic rituals.  The Nekromants can raise the dead to create armies, but risk their sanity in the process. However, the most important task for a Nekromant is to ensure eternal life for the Markgraf by transforming him into a vampire.*

Abilities:

* Homburgs are small and weak and move slowly.

* Nekrnmoants collect Hands of Glory from large villages and towns.

* Nekromants can use Hands of Glory to perform rituals.

* Nekromants can raise the dead at the cost of some sanity.

## Starting Resources

Units

* 1 Markgraf
* 1 Nekromant
* 10 Hobmark Soldiers
* 5 Hobmark Defenders
* 10 Hobmark Crossbows

Territory

* 1 Fortified Hoburg
* 1 Hoburg Village
* 1 Village

## Recruitment List

### Special Recruitment

Flesh Rite Can be transformed into Ghoul Baron -> Ghoulgraf
Blood Rite Can be transformed into a Malefic Markgraf -> Malefic Master

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

## Description

*The Sirrush is a wingless dragon of the desert. It was once a guardian being, but it was led astray with other beings when Ba'al incarnated. Now it follows the priestesses of Ba'al and wreaks havoc and spreads malice in return for human flesh. The Sirrush has a scaled body, the paws of a lion, the hindlegs of an eagle and a serpent tail. Some claim it is the most ancient of all dragon-kin.*

## Stats

* Poison Resistance (100)
* Causes Fear
* Battle Fast
* Giant Sized

Attacks:

 Bite
Phantasmal Giant

## Description

*Looks just like a regular Giant, 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
* Giant Sized
* Floating

Attacks:
Oracle of Subterranean Fires

## 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
* Amphibian

Attacks:

 Cast spell
 Club

## Rituals

* Lesser Ritual of Mastery
* Ritual of Mastery
* Ritual of Grand Mastery
* Random first level Pale One Ritual
* Random second level Pale One Ritual
Pilgrim

## Description

*The Pilgrims believe that revelations from God are hidden throughout Elysium and only by travelling to every possible place will they find the meaning of life. An extremely dangerous thing to do in Elysium, but the Pilgrims are not entirely sane and disregard such practical matters.*

## Stats

* Stealth
* Blessed
* Stupid

Attacks:
Uba

## Description

*Ubas are malicious old witches who have sided with the Bakemono. They have some skills in dark magic and coat their daggers in poison. They are able to take the form of a great black cat in combat.*

## Stats

* n/a

Attacks:

 Poison Dagger

## Rituals

* Ubas start with Lesser Ritual of Mastery as well as a random first level Bakemono Ritual.
Phantasmal Fiend

## Description

*Looks just like a regular Fiend, 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
* Battle Fast
* Floating

Attacks:

 Phantasmal Claw
Rime Branded Ballista

## Description

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

## Stats

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

Attacks:

 Giant Rime Branded Arrow
 Shortsword

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

² The attack will often hit an adjacent square instead of exactly where it was aimed.
Satyr Sniper

## Description

*Some satyrs have shown remarkable restraint and proper manners. While some scholars claim that they have lost their connection with Gaia, we can easily refute this by looking at ourselves. No centaur, civilized or not, has lost the connection to our divine mother. We all prefer the restrained behavior of the civilized satyrs to that of their lustful kin. Military commanders have found a use for these somewhat calmer satyrs and train them to use crossbows. Since they don't charge the enemy as soon as they are provoked, they are invaluable to the military.*

## Stats

* Forest Stealth
* Sleep Immunity
* Battle Fast

Attacks:
Longdead (Spear)

## 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:
Phantasmal Halberdier

## Description

*Looks just like a regular Halberdier, 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
* Floating

Attacks:
Oak 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 Vulnerability (50)
* Poison Resistance (100)
* Sleep Immunity
* Charm Immunity
* Never Heals
* Pierce Resistance
* Blunt Resistance
* Mindless
* Giant Sized

Attacks:
Snow Fungus

## Description

*The Snow Fungus only grows in the cold northern parts of Elysium. The fungus is often covered in snow which makes it very difficult to see. Usually it is not discovered until it emits a cloud of poisonous spores because someone moved too close to a suspicious looking mound of snow.*

## Stats

* Cold Resistance (100)
* Poison Resistance (100)
* Pierce Resistance
* Mindless
* No Zone of Control
* Immobile
* Stationary

Attacks:
White 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

* Shock Resistance (100)
* Flying
* Enables Recruitment (White Kobold Warrior, Winged White Kobold Archer, White Dragon Spawn, White Dragon Spawn Chief, Storm Drake)

Attacks:

 Staff

## Rituals

* Lesser Ritual of Mastery
* Ritual of Mastery
* Kobold Hatchery
* Lightning Rune Trap
* Summon Dragon
* Foretelling
* Kobold Stronghold
Necrotod

## Description

*A snake made from various bones and then given life with a complex ritual, the result is something between a golem and an undead being.  Luckily the Necrotod is mindless, because otherwise it would probably have gone mad, considering it is made from the bones of multiple beings and often also multiple races. What makes the Necrotod a formidable weapon is its peculiar dance that can hypnotize men and beast alike and turn the targets into willing slaves for the rest of their lives.*

## Stats

* Poison Resistance (100)
* Undead
* Sleep Immunity
* Charm Immunity
* Never Heals
* Banishable (destroy)
* Mindless

Attacks:

 Bite
Phantasmal Swordsman

## Description

*Looks just like a regular Swordsman, 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. However, as Gotthard the Left-Handed clearly demonstrated by his excellent career in the service of Specula the Bright, the left-handed rule is not foolproof.*

## Stats

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

Attacks:
Lesser Fire

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

Attacks:
Winter Wolf

## Description

*Empowered by elemental forces, the Winter Wolf is much deadlier than the ordinary Wolf, even though they are about the same size. The Winter Wolf can breathe a cold mist over a large area and the mist will kill most ordinary soldiers. This cold loving wolf can sometimes be found in the most northern parts of Elysium, where the snow never melts.*

## Stats

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

Attacks:

 Bite

Either of these attacks will be used, but they cannot both be used on the same combat round.
Sirrush Illusion

## Description

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

Attacks:

 Illusory Bite
 Illusory Claw
 Illusory Bite
Roc Illusion

## Description

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

## Stats

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

Attacks:

 Illusory Claw
Snake Illusion

## Description

*Looks just like a regular Snake - if the Snake 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
* Wall Climbing

Attacks:
Onyx Oracle

## Description

*The Pale Ones venerate their dead and prominent ones receive honors and are commemorated through statues placed in tunnels and gates. These statues are known to be animated by the Earth Readers. Recently there was an encounter with a living statue of a huge and jeweled Pale One thought to be an Oracle of the Deeper Earth. That the statue moved and fought was a bit shocking to our troops, but more so was the fact that the abomination used magic to defend its living kin. Dwarven reports are now revisited and tales of lumbering stone oracles leading the Pale Ones in prayer might give us new insights into the cultic practices of the Pale Ones. Presumably the Marble Oracles are reanimated by the memories of their former selves, but this possibility will remain unconfirmed until a specimen has been captured. Other suggestions regarding the magic skills of the statues include necromantic possession and sealed enchantments.*

## Stats

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

Attacks:

 Obsidian Club
White 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

* Shock Resistance (100)
* Enables Recruitment (White Kobold Warrior, Winged White Kobold Archer, Storm Drake)

Attacks:

 Staff

## Rituals

* Lesser Ritual of Mastery
* Ritual of Mastery
* Kobold Hatchery
* Lightning Rune Trap
Orcus

## Description

*Orcus, the Prince of Death, was once a respected lord of the Inferno. His passion for death led him to kill all the sinners and reanimate them as his undead servants, which was not appreciated by the other demon lords. After fighting a losing battle against them, Orcus had to flee Inferno and now rules in Hades instead.*

## Stats

Note: Spawns with Death and 1-2 Misc Items.

Special properties:

* Other Planar Immortality (Hades)
* Banishable
* Combat Caster
* Causes Dread
* Regain Sanity (10)
* Giant Sized
* Flying

Attacks:

1 Summon: 1-40 Longdeads

2 Summon 1-40 Soulless

## Rituals

Orcus has only minor skill when it comes to demonology, starting out with Lesser Ritual of Mastery and three random first level Demonology Rituals. However, he's a very skilled necromancer as well, starting with Lesser Ritual of Mastery, Ritual of Mastery, Ritual of Grand Mastery, all first level plus four random second level Necromancer Rituals.
Longdead (Broadsword 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:
Triarius

## Description

*If a Princeps returns for a second term, or if someone can afford to buy themselves a heavier armor when joining the army, they are instead given the rank of Triarius. As such they are issued a large shield and a pike. The Senatorial treasurers have concluded that it would be disastrous for the economy to put these troops into the fray, allowing them to die like the less armored legionnaires. Instead, they are, according to the economic directive, placed in the back lines of any legion, pushing the greener recruits forwards with their pikes.*

## Stats

* Large Shield
* Slow

Attacks:
Watcher

## Description

*In a primeval era of antiquity the god Ba'al incarnated for the first time and made the world taste fear and destruction. Even Angels succumbed under the sway of his will and sinned.  Azazel was the leader of the Watchers and the first one to be seduced by the will of Ba'al.  He convinced his brethren to join him and they swore a pact that they would all commit to sin. The Watchers took wives among men and begat the Nephilim, giants of almost godlike power. When the Celestial Powers lashed out in fury, the Watchers were banished to the Infernal realms where they still linger, fettered by bonds of iron tempered in the blood and tears of those slain by their gifts of civilization.*

## Stats

* Causes Fear
* Flying

Attacks:

 Death Blade
Satyr

## Description

*Consider the common Satyr, it is wild, lustful and unrefined. A slave under his carnal urges with a mind constrained by what his eyes can see and what his nose can smell. Is he not an example of what will befall us, should we fail to elevate ourselves from the ancestry so eagerly praised by the self-proclaimed Keepers of Traditions. Only with wisdom, patience and discipline can we hope to tame the wildness found at the heart of a newborn satyr. Bestiality is in our nature and satyrs are even worse afflicted than we are. Only when led by wise centaurs can the satyrs hope to elevate themselves from their primal nature. To those who would say that the alluring ways of the dryads can tame the mind of a satyr equally well, I would reply not. Not in a thousand years, as we have seen. Enticing the satyrs will not elevate them from their primal instincts, only avert their most unrestrained actions in anticipation of future rewards.*

## Stats

* Forest Stealth
* Sleep Immunity
* Berserker
* Battle Fast

Attacks:

 Hoof
Voice of El

## Description

*The Voice of El is an Arch Bishop who is charged with the conversion of Elysium to the proper faith. El should be worshiped at least in all human settlements and everyone shall pay a tithe to the Church. The tithe is distributed yearly among the highest ranking priests. A Cardinal will gain twice the share of an Arch Bishop, a normal Bishop has no right to any tithe and if a Pontiff has been appointed, he will collect the entire tithe to distribute as he sees fit. Because the Church in the new world has large expenses, the tithe is taken thrice in Elysium, meaning that all converted settlements pay a third of their income to the Church. Only the most high ranking priest for each Voice of El counts when the tithe is shared.*

*The priests of El collect relics to enable them to serve El better. The relics can be used either toward breaking the Seven Seals or to sacrifice them to El in order to gain more favor. There are seven Seals that separate El from the world and they prevent him from punishing the heretics of Elysium in an effective manner. After the breaking of at least one Seal, minions of El will come to assist His church. The breaking of more Seals will bring forth more powerful minions and breaking all Seven Seals will unleash the Apocalypse.*

*Abilities:*

* *Priests collect relics.*
* *Convert settlements to have them give a third of their income to the church.*
* *Relics can be used to break the seals and receive help from El.*
* *Higher level priests can recruit sacred soldiers.*
* *Sacred troops have bless effects that can be improved by spending relics.*
* *Cardinal can start the Crusade and call the Inquisition.*

## Starting Resources

Units

* 1 Arch Bishop
* 1 Bishop
* 7 Halberdiers
* 10 Spearmen

Territory

* 1 Temple of El
* 1 Hamlet
* 1 Farm

## Recruitment List

### Spawns

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

## Description

*The Lilin are reputedly the offspring of Lilith, a demoness of primeval times and the Mother of Demons. Lilin appear as winged women with the lower part of a hind. Their appearance is strangely alluring and they seduce and abduct men of weak morals. Why these demons serve the god Ba'al is not known, but it is possible that Lilith was once taken by the God as his bride. Like many of the Ba'alite demons, they appear to be almost friendly to mankind, but let not this fool you. They serve only Ba'al, or possibly their demon mother.*

## Stats

Attributes:

Item Slots

Special properties:

* Banishable
* Flying

Attacks:
Water Elemental

## Description

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

## Stats

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

Attacks:
Troll Witch Doctor

## Description

*At some stage the Troll Shamans are considered to be females by the rest of the tribe and given the same respect as the Troll Mother. In order to elevate themselves to Witch Doctors, the Troll Shamans will have to perform a ritual that includes self-castration. In order for their parts not to grow back or reattach, they are ritually cooked and eaten by the Witch Doctor. After this point they believe that their magic is concentrated and they can perform more intricate rituals. Some human mages have tried to duplicate this ritual in order to concentrate their magic, but being based on superstition and unscientific measures, the only result was pain and ridicule.*

## Stats

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

Attacks:

 Staff

## Rituals

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

## Description

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

## Stats

* Cold Resistance (100)
* Poison Resistance (100)
* Sleep Immunity
* Charm Immunity
* Never Heals
* Mindless
* Stored Images (5)

Attacks:

 Release Phantasm
Swamp Monster

## Description

*The Swamp Monster loves swimming and sleeping. It can often be seen swimming in a muddy pond or just dozing off in the swamp.  People should beware of approaching it however, because like most monsters it is aggressive and attacks humans whenever it gets the chance.*

## Stats

* Poison Resistance (100)
* Swamp Move

Attacks:
Snake Familiar

## Description

*Much smaller than the Serpent, the Snake is easy to hold at bay for an armed soldier. However, it is important not to get bitten, because its poison is even more potent than that of the much larger serpent. Despite its small size, the Snake is still cunning and dangerous. Snakes often attack weakly guarded towns during the night when they can crawl over the walls unseen. Once inside, they will try to bite a few humans to feast on after the luckier part of the town population has managed to escape.*

## Stats

* Tiny
* Swamp Move
* Wall Climbing

Attacks:
Vanara Swordsman

## Description

*﻿﻿While most vanara soldiers fight with maces and shields, there are those who use swords of remarkable quality. Trained as elites, these swordsmen display almost human skills. It is not unlikely that their swordsmanship and strength surpasses that of human soldiers. It is after all a well established fact that the sum of martial skills and intellect is a constant, at least among humans. The mental faculties of the monkeys are obviously limited, so it is likely that vanaras are actually stronger and more martially skilled than most humans.*

## Stats

* Shield

Attacks:
Wyvern

## Description

*Being smaller and less dangerous than a real Dragon, these much smaller flying beasts seem to have developed a very foul temper. The Wyvern will fly around in the mountains and attack anyone that does not pose a threat to it, just because it can. It is said to enjoy eating female Hoburghers most of all, so small people should be extra wary when travelling in the mountains. Even though it is not a Dragon, the Wyvern is still dangerous, because it has a deadly poisonous stinger.*

## Stats

* Poison Resistance (100)
* Flying

Attacks:
Witch (unit)

## Description

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

## Stats

* Poison Resistance (50)

Attacks:

 Dagger

## Rituals

Retains all Witchery Rituals she had acquired as an Apprentice as well as gaining access to Grand Ritual of Mastery and one random second level ritual.
Serpent Fiend

## Description

*Serpents are very devious beasts and some demon lord must have thought that combining a serpent and a demonic fiend would produce an exceedingly cunning demon that could trick humans into parting with their souls. Fortunately this experiment must have gone wrong, because the Serpent Fiend is quite daft and would only be able to trick a human to part with his garbage. The Serpent Fiend does possess a very poisonous bite, however, so it can be quite dangerous in a battle.*

## Stats

* Poison Resistance (100)
* Banishable
* Flying

Attacks:

 Venomous Bite
Terracotta Soldier

## Description

*The Terracotta Soldier is skillfully crafted from mud and then enchanted to come to life. Being made of clay makes it immune to fire and quite resistant to arrows as well.*

## Stats

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

Attacks:
Woodman

## Description

*Woodmen are difficult to spot, but they live in all older forests. When encountered, the Woodmen can often be seen shambling about and collecting fallen twigs and pine cones. It is believed that the Woodsmen are what prevents the forests from eventually filling up with fallen debris from the trees.*

## Stats

* Forest Stealth
* Fire Vulnerability (50)
* Pierce Resistance
* Blunt Resistance
* Slow

Attacks:
Vanara Scout

## Description

*The monkey-people use scouts to inform themselves on military matters, just like the counts and barons of our noble kingdom. It is not known if the scouts really deliver reports to their superiors, or if they just mimic human behavior. The prudent general should consider the possibility that the unarmed vanaras sometimes accompanying the monkey armies are capable of delivering reports on army movements.*

## Stats

* Stealth
* Acute Senses

Attacks:
Umbral

## Description

*The Pale Ones seem to be accomplished Necromancers as well as masters of elemental magic. The dark spirits of the ancient dead have been encountered on several occasions. Worst of these abominations are the Umbrals, huge spectres resembling Ancient Pale Ones with prolonged faces ending in sucking mouths. It is not known if the spirits of dead Pale Ones grow like the living ones, or if the larger Umbrals are the spirits or memories of ancient ones. To date there are no records of magically adept Umbrals, so there might be some truth to the Dwarven claims that only weak souls that are easily corrupted return as Umbrals. Dwarven lore also suggests that there is a Cavern of Deeper Shadow somewhere, a dread place where Umbrals reign.*

## Stats

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

Attacks:
Wheel of Storm and Stone

## Description

*The Wheel of Storm and Stone is an otherworldly entity of elemental power. It is a paradoxical conglomerate of opposite elements conjoined into a superior elemental unity. The Wheels of Storm and Stone are believed to guard the Primal Gates that connect the elemental planes.*

## Stats

* Spirit Sight
* Fire Resistance (50)
* Cold Resistance (50)
* Shock Resistance (100)
* Poison Resistance (100)
* Sleep Immunity
* Charm Immunity
* Pierce Resistance
* Slash Resistance
* Mindless
* Shock Shield (5)
* Trample (6)
* Battle Fast
* Floating

Attacks:

 Cast spell
 Thunder Strike
War Shambler

## Description

*Though slow and moving predictably sideways, a squad of War Shamblers kan be a terrible foe, as they are stronger and more durable than your regular grunt. People who have fought them have also told me that they even seem to be able to follow orders to some degree. Though it is still possible to outwit and outmaneuver them, they are a bit more capable than their ordinary brethren.*

## Stats

* Poison Resistance (100)
* Shield
* Amphibian

Attacks:
Shade Beast

## Description

*The Shade Beast is a hideous apparition, summoned from its native realm and bound by Necromancy. Its mindless stare puts fear into the heart of men and its fangs are imbued with Stygian power. Anyone killed by a Shade Beast is reanimated by the Stygian energies released when the spirit is ripped from its dying body. Shade Beasts roam the Shade Lands of the Underworld, much in the same way as Deer roam the forests and plains of Elysium. Well-traveled Necromancers can attest to their cunning and sudden attacks on newly conquered Stygian settlements. While not universally accepted, there is a theory that the Shade Beasts are in fact the spirits of dead wildlife.*

## Stats

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

Attacks:
Seal Guard

## Description

*Somewhere in the deeper reaches of the earth there is rumored to be a sealed chamber. Dwarven lore on the matter is limited, but more comprehensive than the few tidbits gathered from explorers, goblins and captured Pale Ones. It is clear that some of the Ancient Pale Ones are given exceptional training and weapons made from enchanted obsidian. The Dwarves claim that they are called Seal Guards by the Pale Ones and that most of them leave their home and wander to the deepest reaches of the earth on a holy quest when their training is done. We have only encountered a few of these armored giants, and we have never captured one alive, so the mysteries remain. The recent addition of a thought-reader to the Royal Inquisitive Order is supposed to bring clarity to the matter. Unfortunately it would seem the thought-reader was read himself, while questioning an Olm prisoner.
What is known of the Seal Guard is that they are supposed to guard the Sealed Chamber with enchanted weapons to prevent 'corrupted souls' from spreading. What 'corrupted souls' means we can only speculate.*

## Stats

* Bad Sight
* Amphibian

Attacks:
Siddha

## Description

*According to the lore of the White Ones there are akashic realms beyond ours that are inhabited by beings blessed with divine splendor. The Siddha is an enlightened being, a mage-sage of the akashic realms. Only mentioned in ancient texts and by old Rishis. We have yet to encounter such a sublime being.*

## Stats

* Awe (2)
* Ritual Caster
* Floating
* Spirit Sight

Attacks:

 Fist | 2
Sylph

## Description

*Sylphs are spirit entities native to the Elemental Plane of Air. They are in many ways similar to Flame Spirits, but they seem to be more social and there are even stories where curious Sylphs have befriended human peasants. Like other elemental spirits, they can manipulate their element and cast spells of protection or destruction.*

## Stats

* Shock Resistance (100)
* Poison Resistance (100)
* Sleep Immunity
* Ethereal
* Flying

Attacks:

 Gusts of Winds
Steel Hoplite

## Description

*This might be hard to believe, but there are actually satyrs that have adopted discipline and a cultured way of life. Most of these civilized satyrs join our armies, as it is only through rigorous discipline that they can manage to keep their sentiments and urges in check. What would happen if they left the military is not certain, but they would most likely revert to a primal state of mind and escape into the woodlands. The steel hoplites are given armaments of human manufacture, as there are still not enough centaur smiths of adequate skill.*

## Stats

* Sleep Immunity
* Shield
* Berserker
* Battle Fast

Attacks: