recursal/Fanatic-Fandom huggingface dataset:
Defender of the Halls

## 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
Dracolich

## Description

*The Dracolich is created through a laborious ritual. Like its distant kin, the Carrion, its decaying guts provide substrate for the poisonous fumes that billow forth from its mouth and make it explode when destroyed. It will effectively destroy armies of the living and the poison breath is especially useful against fortifications, where the fumes can reach the battlements. Unlike the Carrion, the Dracolich will not reassemble. Nor does it fly.*

## Stats

* Cold Resistance (100)
* Poision Resistance (100)
* Undead
* Sleep Immunity
* Charm Immunity
* Never Heals
* Pierce Resistance
* Banishable (Destroy)
* Mindless
* Causes Fear
* Putrid Explosion on Death (5)
* Giant Sized

Attacks:

 Bite
Centaur Cataphract

## Description

*Centaurs are not as untamed as satyrs and many of us have come to see the advantages of culture and civilization. With civilization comes knowledge and wisdom in the ways of war, as well as in the ways of peace. While a few centaur warriors still claim that the old ways are the best, most centaurs now see the advantages of using heavy armors and modern weapons. How beautiful is it not to see a cohort of cataphracts with bronze armors gleaming in the morning sun. Tremble enemies of Gaia, for civilization has come to your gates.*

## Stats

* Shield
* Battle Fast

Attacks:
Hydra

## Description

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

## Stats

* Fire Vulnerability (50)
* Poison Resistance (100)
* Regeneration
* Pierce Resistance
* Blunt Resistance
* Poison Aura (2)
* Swamp Move

Attacks:
Early German

## Background

**Warriors (including variants)**
No details.

**Nobles and followers**
These would be much like the warriors, though slightly better equiped (more likely to have armour and more and more elaborate shields).

**Women and families**
Women, children and men unable to fight in the main force. You can simply used poorpy armed peasants to model these units.

**Archers (skirmishers)**
No details.

**Javelinmen (skirmishers)**
No details.

## Allies

**Early Sarmation (88-93 CE)**, book: Balkans and the Pontic Steppe (Classical Period)

**Lowland Gallic (113-102 BCE)**, book: Germany, Gaul and Britain (Classical Period)

**Later Samration (167-175 CE)**, book: Balkans and the Pontic Steppe (Classical Period)

**Quadi (167-175 CE)**, book: Balkans and the Pontic Steppe (Classical Period)

### <army> as allies

The Eary German list can be taken as an ally for 4 different lists (as well as to itself).

**Batavian Revolt**, book: Germany, Gaul and Britain (Classical Period)

**Early Imperial Roman**, book: Italy (Classical Period)

**Highland Gallic**, book: Germany, Gaul and Britain (Classical Period)

**Lowland Galic**, book: Germany, Gaul and Britain (Classical Period)
Insane Fisherman

## Description

*If nothing else, the odor should be enough to keep any civilized person from visiting the smaller fishing village along the coast. However, where the Cult of the Deep has taken hold, the fishermen behave in an increasingly erratic manner and have an exaggerated fondness for the sea. In the cult villages interbreeding with sea creatures seems to be far more rampant than in other coastal villages, producing offspring with an almost fishlike appearance and mind that is a few sardines short of a full tin.*

## Stats

* n/a

Attacks:
Crystal Priestess

## Description

*There are four major tribes of amazons, each named after a different type of gemstone. The crystal amazons seem more civilized than the other clans as they use the more advanced bow as a weapon. None of the tribes are more than half civilized and they use only weapons that are simple to create and in battle they lack both discipline and tactics. Their armies consist of only women and actually no males at all have been sighted among them. It is probable that they are like dwarves but in reverse, a single male that runs a colony of female amazons.*

## Stats

* Enables Recruitment (Crystal Sorceress, Crystal Amazon)

Attacks:

 Bow
Dark Magic

This is a school of magic.

## Level 1 Spells

### Fear

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

###  Shadowform

* Special effect: etherealness
* (magic)
* Area of Effect: burst 1
* Range: 4

###  Summon Shade

* Summon: 1 Shade
* (A maximum of about 25 Shades can be summond in a single battle)
* (magic)
* Range: 6
* This spell takes 2 combat rounds to cast

## Level 2 Spells

### Lashes of Darkness

* Damage: 1-5 (Magic damage)
* (magic)
* (magic resistance negates, but with great difficulty)
* (armor negating)
* Area of Effect: 5 strikes
* Range: 6
* Extra effect if target is affected:
	+ Special effect: Weakness
	+ (magic resistance negates)

### Terror

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

### Weakness

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

## Level 3 Spells

### Army of Darkness

* Special effect: etherealness
* (magic)
* Area of Effect: burst 25
* Range: 8

### Horde of the Night

* Summon: 1-8 Shades
* (A maximum of about 25 Shades can be summoned in a single battle)
* (magic)
* Range: 6
* This spell takes 2 combat rounds to cast

### Shade of Death

* Special effect: weakness
* (magic)
* (doesn't affect undead)
* (magic resistance negates, but with great difficulty)
* Area of Effect: entire battlefield
* Range: 0
* This spell takes 2 combat rounds to cast

### Symbol of Dread

* Damage: 1-2 Magic
* (magic)
* (magic resistance negates)
* (armor negating)
* (only affects enemy units)
* Area of Effect: burst 100
* Range: 10
* Extra effect once target is hit
	+ Fear 1-8 vs morale
	+ (magic resistance negates, but with great difficulty)
	+ (armor negating)
Goblin Archer

## Description

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

## Stats

* Forest Stealth

Attacks:
Centaur

File:Centaur.png

## Description

*As a race we have come a long way since we first left the woodlands, but there are still many of us who follow the ancient ways of wild revelry in harmony with nature. While not as lecherous or undisciplined as our satyr friends, we are still born with a beast within. Many of us will never tame the wild soul in our hearts and live their lives as little more than beasts, running around in their birthday suits. Most centaurs have hasty tempers and even if armed with bows have a hard time not to charge their enemies should they be wounded by arrows or blows.*

## Stats

* Forest Stealth
* Berserker
* Fast

Attacks:
Ghoul Guardian

## Description

*In the contract between the markgraf guardians and the Markgraf, a small clause can be read that they should serve the Graf beyond the point of death, both his or theirs. Though some of the guardians do follow their ward in to the everlasting embrace of unreadiness, most are not so willing to serve. Due to the clause, and the almost sacred nature of business-contacts between the Homburgs, they are bound to follow them. The unwillingness to actually die turns them into more vicious and less aware creatures. As they almost act on instinct one has to beware of his bodyguards whenever one is in a meeting with the Ghoul Baron.*

## Stats

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

Attacks:

Special Effect: Poisons
(magic resistance negates, but with great difficulty)
Garnet Sorcery

This school of magic focuses on direct Fire and Magic damage.

## Level 1 Spells

### Blood Boil

* Damage: 1-15 Fire
* (magic)
* (doesn't affect inanimate beings)
* (magic resistance negates)
* (armor negating)
* Area of Effect: burst 1
* Range: 6

### Pain

* Damage: 1-10 Magic
* (magic)
* (doesn't affect inanimate beings)
* (magic resistance negates)
* (armor negating)
* Area of Effect: burst 1
* Range: 6

## Level 2 Spells

### Agony

* Damage: 1-7 Magic
* (magic)
* (doesn't affect inanimate beings)
* (magic resistance negates)
* (armor negating)
* Area of Effect: burst 25
* Range: 10

### Flame Strike

* Damage: 1-15 Fire
* (magic)
* Area of Effect: burst 1
* Range: 6
Green Dragon Spawn Chief

## Description

*Because of the high status of the Dragon Spawns, no other kobold is considered worthy to lead them besides their own, except for the king or the shaman. As is always the case when kobolds of unusual status are present in an army, this further complicates the already confusing chain of command, which often results in conflicting orders and even more confusion and chaos than normal*

## Stats

* Forest Stealth
* Poison Resistance (100)
* Shield
* Flying
* Swamp Move

Attacks:
Destroyer of Worlds

## Description

*I am become Death, Destroyer of Worlds.*

## Stats

* Giant Sized
* Combat Caster
* Poison Resistance (100)
* Poison Resistance (100)
* Spirit Sight
* Fire Shield (8)
* Amphibian
* Stupid
* Causes Terror
* Combustion Aura (3)
* Non-Magical Invulnerability

Attacks:

## Notes

* Will try to visit settlements and citadels
* Turns current tile into ruin
* Drains 50 Lifeforce from current tile every month
* Makes current tile hotter
* Sets forests/jungles automatically on fire
Dwarf Guard

## Description

*A rare sight outside the mines are the Dwarf Guards. Being a guard is a position of honor among the dwarves and they are given very heavy armor and the important task of guarding the mines and the gold.*

## Stats

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

Attacks:
Iron Ant

## Description

*A major problem with the soldier constructs was found during a battle that was fought on the rocky slopes of Rusty Mountains, when the Dwarven troops realized that the soldier constructs were easily toppled. When they fell on their backs, they had problems getting back on their feet, because of their considerable weight. A temporary solution was to give the soldier and horror constructs a third or even fourth leg, but they proved difficult to manage and they could walk of in the wrong direction in the middle of a fight. A better solution was suggested by an apprentice who made some clockwork toy insects for the local clockwork toy construct races, and noted how his ants and bugs were much more difficult to topple by tilting the board or blowing hard on them. His ideas were then promptly stolen by the senior Horologist.*

## Stats

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

Attacks:

 Bite
High Cultist (unit)

## Description

*According to recent rumors, a small coastal cult seems to have grown rapidly in the past few years. Originally it was set up by a local mystic and Hydromancer, most likely to satisfy the founder's desire for obedient followers and carnal lust. It is most likely a rather harmless sect and despite the current High Cultist's ravings about ancient gods, nothing more than just another fish cult.*

## Stats

* Amphibian

Attacks:

 Dagger

## Rituals

* Lesser Ritual of Mastery
* Ritual of Mastery
* Ritual of Grand Mastery
* First level High Cultist Rituals
* Second level High Cultist Rituals
Doppelganger Captain

## Description

*A Doppelganger can take just about any shape, yet it seems to really like shapes with many tentacles. The most reasonable explanation for this is that the Doppelganger is some kind of land octopus and thus using tentacles in combat comes naturally. Unlike the victims of ordinary octopuses, those killed by the Doppelganger's tentacles will transform into small heaps with many tentacles.*

## Stats

* Poison Resistance (100)
* Regeneration
* Blunt Resistance
* Swamp Move

Attacks:
Golden Unearthly Mirror

## Description

*This enchanted mirror holds up to twenty phantasms of otherworldly beings such as angels, devils and horrors. These phantasms are slow to materialize and the mirror rarely releases all of its captured images. Up to two beings 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 (20)

Attacks:
Hobmark Soldiers

## Description

*In many aspects the Hobmark troops are more or less copies of the Hoburgher regiments, albeit paler of skin and with less colorful garb. The soldiers are mainly forced volunteers and though being far more independent than the Thralls, they are also far more prone to act randomly, a flaw that is readily pointed out by the Nekromants.*

## Stats

* Shield

* Slow

Attacks:
Green Kobold Shaman

## Description

*The shaman is often the most prominent of all females kobolds, and runs the everyday affairs in any kobold tribe. She is in charge of organizing the hatchery and gathering gems, colored cloth and other suitable accessories to adorn the hatchery, giving it the right color scheme in order to produce the right sort of kobold. Even though the kobolds do this out of instinct rather than as a planned act, it is believed that this practice originated some times after the kobolds made their pact with the dragons. The shaman is also the one to call for dragons according to their ancient pact.*

Kobolds and some scholars of lesser wit believe kobolds are related to dragons and that it is this kinship that allows for the kobolds to summon dragons. This is obviously false.

The only things shared between the two species are their vanity, their lust for gold and glittering objects, their color scheme, and some other basic reptilian traits. Because of their belief that they are related, the kobolds bow before and venerate the dragons. And the dragons, in their vanity accept the worship of the kobolds, preferably accompanied by an offering of gleaming gold and a few particularly crunchy kobolds, and in return protect the kobolds as they see fit. Just like the lamprey clings onto and cleans larger fish, the kobolds enter the dragon's lair, protect it while it is away, and clean it of dragon guano. It is a well kept secret that dragon guano is used by halfling arborists to fertilize their weed, giving it extra potency.

## Stats

* Forest Stealth
* Poison Resistance (100)
* Swamp Move
* Enables Recruitment (Green Kobold Warrior, Wyvern Knight)

Attacks:

 Dagger

## Rituals

* Lesser Ritual of Mastery
* Ritual of Mastery
* Ritual of Grand Mastery
* Kobold Hatchery
* Poison Gas Trap
* Summon Dragon
* Foretelling
* Kobold Stronghold
Dusk Guard

## Description

*If the attack at dawn fails, another elite unit in dark armor remains ready to sneak in at night and bring an end to whatever resistance remains. The Dusk Guards have been trained to fly up high and then glide through the air in order to minimize the sound they make. After landing they will sneak through the streets and quickly dispose of the guards on the walls and in other fortified positions. The Dusk Guards are trained from early childhood and are thus not really willing to talk to either any outsiders or other Cloud Dwellers.*

They are even less trustworthy than the regular Cloud Dwellers, however, nothing in their behavior during the day suggest that they would be.

## Stats

* Cold Resistance (100)
* Pierce Resistance
* Flying

Attacks:
High Lord

## Description

*The heads of the rich and more influential noble families are known as High Lords. Their riches and noble blood make them well suited to leadership and they can inspire the common people to great deeds, like standing up to brigands and beasts.  The High Lords have the finest of horses and are able to travel quickly despite their heavy armor.*

## Stats

* Shield
* Leadership (1)
* Local Leadership (1)
* Fast

Attacks:

 Broadsword

## Rituals

* Raise Levies
* Swift Justice
* Raise Fort
Emerald 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 emerald is connected with the Plane of Earth and when used in a construct will give it extra protection.*

## Stats

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

Attacks:
Kala-Mukha Warrior

## Description

*Thanks to the sublime ingenuity of the White Ones the armies of the Monkey Maharaja have acquired the means to craft armors of almost human quality. This however, is not the case in the depraved kingdom ruled by the Rakshasa Kings. Instead, if you venture into these cursed lands you might encounter black-skinned Bandars of great stature, but with less sophisticated armors. Know then, that these brutes are not what they seem, for they are demons. The Kala-Mukha are demonic half-breeds born from the unholy coupling of a female Bandar and a Rakshasa. The Kala-Mukhas are depraved monstrosities in Bandar form, and seem to be the only monkeys the Rakshasa Kings really trusts.*

## Stats

* Shield

Attacks:
Kitsune

## Description

*The Kitsune is a fox spirit. It has the appearance of a silvery fox with many tails. It is magically powerful and able to take the appearance of a beautiful woman. The Kitsune is a trickster and often whimsical or even mischievous in nature. In human guise they may play pranks on unsuspecting travelers, aid lowborn peasants to greatness or plot the rise or downfall of kingdoms.*

## Stats

* n/a

Attacks:

 Charm
 Dagger
Dwarf Arbalest

## Description

*The newly hatched dwarf quickly takes on the role of a common worker. At this stage they seem to be of a singular mind, mining away in the depths of the mountain. Captured specimens have been duly dissected to reveal two vestigial limbs in the lower abdomen. This has led Agathinus, our lead naturalist, to speculate that the Dwarves are nothing more than an advanced and adapted species of ant. This view has been refuted some of our herbalists as outrageous. They in turn claim that Dwarves are just intelligent mushrooms.*

## Stats

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

Attacks:

 Dagger
Jorogumo

## Description

The Jorogumo is a Spider Spirit. By living a thousand years it has gathered enough wisdom and power to take on any shape it wishes. The Jorogumo's true shape is a huge golden spider, but it seems to prefer the guise of a beautiful human lady. Being a spider it still likes to trap things in their webs, and human males seems to be the most appreciated pray. Like all spiders they inject poison in their victims and suck them dry. Apart from being a man-hunter the Spider Spirit is a powerful mage that sometimes lend their services to a Bakemono King or a Dai Oni.

## Stats

Attributes
 Golden Spider

Item slots
 Golden Spider

## Attacks

 Dagger

 Web
 Venomous Bite
King of Deeper Earth

## Description

*Barathrus is one of the three Elemental Kings of Earth, primordial beings spawned from the Elemental Plane of Earth 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. Barathrus is the King of Deeper Earth, unfathomable and patient. He has godlike powers, and is worshipped by the Pale Ones as the eternal Earth, to which everything eventually returns. His children are animate rocks and earth.*

## Stats

Spawns with a Orb of Earth.

Special properties:

* Fire Resistance (50)
* Cold Resistance (50)
* Shock Resistance (50)
* Poison Resistance (100)
* Regeneration (5)
* Other Planar Immortality (Elemental Planes)
* Combat Caster
* Siege Tunneling (100)
* Giant Sized
* Amphibian
* Mountain Move
* Passwall
* Tunneling
* Unique
* Slowly spawns Childs of Barathrus

Attacks:

 Rumble Earth
 Fist

## Rituals

* Earth Pact
* Lesser Earth Summoning
* Second level Warlock of Earth Rituals
Frost Drake

## Description

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

## Stats

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

Attacks:

 Bite
Hoburg Defender

## Description

*As most Hoburghers care most about their home and hearth, the Hoburg Defender is the part of the army that sees the most volunteers. Some would however say that it is the close proximity of their and their neighbors' larders that draws the volunteers to join their ranks. Provided with a short sword, they are meant to defend the houses, alleys and narrow streets of the villages and townships.*

## Stats

* Large Shield
* Slow

Attacks:
Flame Brand Guard

## Description

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

## Stats

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

Attacks:
Dog of Silver

This magnificent dog is made from purest silver. It has been given false life and moves on its own volition. It is an excellent tracker and has acute senses. The dog of silver will swiftly attack enemies.
Attributes:
HP
Strength
Morale
Magic Resist
Armor
Rank
Footprint
14
5
99
6
3
Front
1x1
Item Slots:
Weapon
Helmet
Body Armor
Gauntlets
Boots
Misc
Misc
✗
✗
✗
✗
✗
✓
✓

Special properties:
Acute Senses
Fire Resistance (100)
Cold Resistance (100)
Shock Resistance (50)
Poison Resistance (100)
Sleep Immunity
Charm Immunity
Never Heals
Pierce Resistance
Slash Resistance
Blunt Resistance
Mindless
Lifeless
Fast
Grand Necromancer

## Description

*A master of the Dark Arts, adept at summoning beings from the Shade Lands and often versed in the ancient arts of mummification and reanimation. Strength of will and some manual labor is required to achieve mastery over the undead. The Grand Necromancer has delved deep into the shadowy secrets of Undeath and achieved such power that can be surpassed only by abandoning mortal flesh.*

## Stats

* Regain Sanity (1)

Attacks:

 Staff

## Rituals

Retains all Necromancer Rituals he had acquired as apprentice and master as well as gaining access to one random third level ritual.
Hierodule

## Description

*The Hierodule is a priestess of Ba'al. Being married to her God, she claims the title of sacred lover. If the young priestess can gather enough humans and sacrifice them, she will be rewarded by her God and be elevated to the rank of a High Priestess.*

## Stats

* n/a

Attacks:

 Dagger

## Rituals

The Hierodule starts out with Lesser Ritual of Mastery, Ritual of Mastery as well as one random first level  Baalite Ritual.
Catapult

## Description

*This siege machine takes a long time to set up and aim and is only useful when sieging or defending a fortified location. The catapult is not very accurate, but during sieges it is still very effective, as a well placed boulder can destroy the gates or maybe even kill an unlucky high ranking enemy commander or mage.*

## Stats

* Slow
* Immobile

Attacks:

 Shortsword | 3

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.

³ This attack targets a random enemy that isn't neccessarily on the first rank.
Giant Mantis

## Description

*Enormous eyes, long antennas and spiked arms that shoot out with lightning speed give the Giant Mantis an otherworldly appearance.  Many people have thought it to be a demon of some kind, but it is just an ordinary large and mean beast. The Giant Mantis can be found in most places of Elysium, but it seems to like the plains and savannas the most.*

## Stats

* Fast
* Wall Climbing

Attacks:
King of Magma

## Description

*Rhuax is one of the three Elemental Kings of Fire, primordial beings spawned from the Elemental Plane of Fire 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. Rhuax is the King of Magma and he brings slow and steady destruction. Rhuax has godlike powers, and he is worshipped by the Pale Ones as the warm heart of the deeper earth. His children are beings composed of molten rock.*

## Stats

Spawns with a Orb of Fire.

Special properties:

* Fire Resistance (200)
* Poison Resistance (100)
* Sleep Immunity
* Ethereal
* Other Planar Immortality (Elemental Planes)
* Combat Caster
* Fire Shield (7)
* Giant Sized
* Unique
* Slowly spawns Childs of Rhuax

Attacks:

 Flame Strike

## Rituals

* Flame Pact
* Lesser Fire Summoning
* Second level Warlock of Fire Rituals
Illusionist

## Description

*Illusionists are masters of deception and misdirection. Through their arcane study of light, sound and the senses, they have perfected a magic that is designed to confound sight, hearing, smell, taste and even touch. The Crystal Palace of an Illusionist is a place where mirrored walls cast reflection upon reflection upon reflection in an infinite maze of illusion that leaves the unprepared visitor dazzled and disoriented. In an Illusionist's domain, the border between the real and the unreal is crossed as casually as a peasant crosses his field. One never knows whether the things he sees are real or simply figments of his own (or someone else's) imagination. The conjurations of an Illusionist are fragile, instantly dispelled when confronted with hard reality. Yet despite their ephemeral nature, they have a very real power to affect living things. That which is seen and believed will have a physical effect upon those who do not realize they are dealing with the unreal and illusionary blades will inflict real, bleeding wounds on their bodies.*

*Illusionists can use the power of magical gems to store both their spells and illusions in specially constructed mirrors, which will then release the stored contents in battle. Many a warlord has laughed derisively at a small opposing force whose vain commander brings large, fragile mirrors to the field of battle. Most of those warlords have then had to watch in frustration and disbelief as their own ordered ranks turn into a chaotic, snarled mess, their soldiers distracted and confused by bright lights, frightened by visions only they can see and cut down and trampled into the ground by soldiers and fantastical monsters that marched forth from the enchanted mirrors. Those facing an Illusionist are advised to underestimate him at their own peril.*

*Abilities:*

* *Starts in a very well fortified crystal palace.*
* *Illusionists collect gems from mines and gem deposits*
* *Gems can be used to perform magic rituals*
* *Most rituals require an empty mirror, that is then filled with images.*

## Starting Resources

Units

* 1 Illusionist
* 1 Illusionist's Apprentice
* 10 Spearmen
* 5 Archers

Territory

* 1 Crystal Palace

## Recruitment List

### Special Recruitment

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

### Illusions

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).
Druid (leader)

## Description

*The Druids like to portray themselves as priests of nature and the saviors of Elysium. Most people do not agree with this description, but what is certain is that they have found a way to coerce the beasts of Elysium to do their bidding. However, meddling with the forces of nature is dangerous and it is only a matter of time before the Druid is lured into helping the beasts in their war against humankind. When such beasts attack human settlements, they are backed by the power of the Druid. Helping the beasts is surely an act of evil, but no one can deny that leading the animals is a great feat of magic as the beasts of Elysium have strong souls and are not easily swayed..*

## Stats

* Forest Stealth
* Animal Forest Stealth

Attacks:

 Sickle

## Rituals

* Lesser Ritual of Mastery
* Ritual of Mastery
* Ritual of Grand Mastery
* First level Druidism Rituals
* Second level Druidism Rituals (gains one random ritual on promotion)
Feathered Warrior

## Description

*Some prominent savages are given feathered head plumes and more sophisticated arms. It is almost certain that they adopted this practice after having witnessed the crested helmets of the Temple Guard, as no evidence of early feathered headdresses has been acquired to this day.*

## Stats

* Shield

Attacks:

 Mace
Gandharva

## 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 Gandharvas are supposed to be the warrior musicians of Svargaloka and companions of the dancing Apsaras. If their songs and music are as magnificent as the dances of the Apsaras, it stands to reason that their presence on the battlefield would inspire nearby warriors to great deeds.*

## Stats

* Awe (2)
* Shield
* Local Leadership (1)

Attacks:
Ghost Nekromant

## Description

*The most powerful of the ethereal undead Nekromants are called Ghost Nekromants, because they ignore the fact that they are dead and continue on as before, with the only difference that they can spy on their subjects and walk through walls.*

## Stats

* Stealth

* Cold Resistant (100)
* Poison Resistant (100)
* Undead
* Sleep Immunity
* Charm Immunity
* Ethereal
* Banishable
* Causes Fear
* Regains Sanity (3)
* Floating

Attacks:

 Life Drain
Golden Arcana

### Level Two Spells:

Soul Slay: Range-10, Damage 1-999\* Magic, Single Target, Doesn't affect mindless beings, Magic Resistance negates but with great difficulty, Extra effect once target is hit: Paralyzation (Magic resistance negates)

Antimagic: Range-8, Special, Burst 25, Special- Magic Resistance +2

Fire Ward: Range-6, Special, Burst 25, Fire Resistance

Incinerate: Range-6, Damage- 1-25 Fire, Single Target, Armor negating

Solar Flare: Range-8, Damage- 1-8\* Fire + Special effect, Burst 5, Double damage vs. Undead, Armor negating, Special effect - Blindness (Magic Resistance negates)

Fortune: Range-8, Special, Burst 9, Luck, Only effects friendly units

Summon Fire: Range-3, Special, Summon 1-2 Lesser Fires, A maximum of about 25 Lesser Fires can be summoned in a single battle, Grants Burn Forest ability

Fireball: Range-6, Damage- 1-15 Fire, Burst 5, Grants Burn Forest ability
Enarie

## Description

*Once the Spirit Guide reaches maturity they will be initiated into the deeper mysteries and are no longer forced to eat their monthly herbs. However, some still do, because it is difficult to end such a habit. The more powerful ancestral spirits are still driven by a greed for gaudy objects, so the Enarie needs to dress up in shiny accessories. In order to gain the ability to see the ancient spirits, the Enarie must consume certain strong, poisonous mushrooms that grow near the Troll cesspits. Without preparation it is far too strong to consume, and could even be fatal to the Enarie. Instead the mushroom is ground and mixed into strong beer. The beer is then given to the village drunk, who will readily drink it. After degrading himself to the amusement of the village, his pee is collected in wooden jars and stored for a week before the enarie drinks it. The poison is now so diluted as to only give the Enarie strong visions of all the spirits around them.*

## Stats

* n/a

Attacks:

 Fist

## Rituals

* The Enarie retains all knowledge acquired as a Spirit Guide as well as gaining access to the Ritual of Grand Mastery and one random secend level Barbarian Ritual.
Dust Walker

## Description

*The Dust Walker are undead warriors that fought for control of Elysium in the distant past, when the world was young and malleable. To stop them from destroying the pristine lands, they were imprisoned beneath shifting sands by primal forces. It is said that some of the Dust Walkers have escaped their sandy prisons and guard ancient tombs in the deserts of Southern Elysium. They have bony, mummified bodies that withstand damage well. They fight with ancient stone sickle swords.*

## Stats

* Cold Resistance (100)
* Poision Resistance (100)
* Undead
* Sleep Immunity
* Charm Immunity
* Pierce Resistance
* Shield
* Banishable (destroy)
* Lifeless

Attacks:
Golden Mirror

## Description

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

## Stats

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

Attacks:
Ichtyid Raider

## Description

*Ichtyids are large fish beings with legs and arms that makes them able to operate on land. They have the strength and size of a fish, but despite this they are not quite as stupid as a normal fish and are able to utilize tools and weapons. Ichtyids often raid fishing villages and try to steal all the tools and supplies they can get hold of. The raiders are not easy to kill, but the reward for killing them is not bad either. A smoked Ichtyid is a real treat and is large enough for a small village to feast on.*

## Stats

* Amphibian

Attacks:
Dvala

## Description

*It is a common misconception that the Dwarven society completely lacks women. Some scholars have instead speculated that the female dwarf has characteristics that would make them indistinguishable from the Dwarven male. However, the sudden expansion of their society has given us further insights into this peculiar people. The Dwarves are in fact ruled by a matron, a Dvala, who seems to be the mother of all the Dwarves from a certain mine. The College has obtained information revealing that the dwarves all stem from eggs laid by the Dvala. The Dvala is courted by a handful of drones, a role that is considered the highest honor within the Dwarven society. If a colony is successful, the queen will spawn a new queen who is ready to populate another mine.*

## Stats

* Fire Resistance (50)
* Cold Resistance (50)
* Local Gold Bonus (150%)
* Local Iron Bonus (250%)
* Spawn Monsters (Dwarf Worker)
* Mountain Move
* Stationary

Attacks:

 Fist

## Rituals

* First level Dvala Rituals
* Second level Dvala Rituals
Hoburg Militia

## Description

*To gather any larger group of Hoburghers can often prove to be an insurmountable last, something that can be seen in the traditional Hoburg defense force, the militia. The militia consists of the free Hoburghers gathering every Sunday to parade with crude metal helmets and eat fruitcake. The militia is usually a sorry sight and do not provide much in terms of fighting power. Being badly armed and small in stature, they offer no real resistance. It is often assumed that the compact stature of the Hoburghers originates from their close affinity with the earth that they traditionally toil, as it tries to pull them back down. However, some studies of their earlier history have revealed partial evidence that they originally lived in burrows, living off of worms and dead animals. It is possible that their great appetite stems from this earlier constant hunger.*

## Stats

* Slow

Attacks:
Great Warlock of Fire

## Description

*The Great Warlock is a power to be reckoned with, despite his limited arcane understanding. Given vast powers by his Elemental Lord, but immature of mind, he is likely to wreak havoc and wanton destruction upon civilized men. Therefore it would be prudent to put any aspiring Warlock to the stake before he can muster enough power to form such a pact. The fact that the Great Warlock can no longer cast rituals of the other elements has led some of them to form conclaves of Warlocks who serve different elements. Fortunately there is still a strong animosity between the elemental forces, if not between the Warlocks themselves.*

## Stats

* Fire Resistance (100)

Attacks:

 Staff

## Rituals

* Flame Pact
* Greater Flame Pact
* Lesser Fire Summoning
* Second level Warlock of Fire Rituals
* Third level Warlock of Fire Rituals
Great 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
* Fast

Attacks:
Great Warlock of Air

## Description

*The Great Warlock is a power to be reckoned with, despite his limited arcane understanding. Given vast powers by his Elemental Lord, but immature of mind, he is likely to wreak havoc and wanton destruction upon civilized men. Therefore it would be prudent to put any aspiring Warlock to the stake before he can muster enough power to form such a pact. The fact that the Great Warlock can no longer cast rituals of the other elements has led some of them to form conclaves of Warlocks who serve different elements. Fortunately there is still a strong animosity between the elemental forces, if not between the Warlocks themselves.*

## Stats

* Shock Resistance (150)
* Air Shield (50)
* Flying

Attacks:

 Staff

## Rituals

* Storm Pact
* Greater Storm Pact
* Lesser Air Summoning
* Second level Warlock of Air Rituals
* Third level Warlock of Fire Rituals
Kings Castle

The King's Castle is a tile that does not always exist when on the default Plane of Elysium but there are guaranteed locations that also work as a King's Castle for a Baron's Coronation but said castles are only found in the Celestial Plane as the Divine Castle (Good luck killing God) or in the Plane of Hades.
Ghoul

## Description

*Ghouls like to eat people, but the problem is that as soon as the person eaten on dies it will become a ghoul as well. The Ghouls don't like undead meat and now there is one extra Ghoul to feed. This means that Ghouls are cursed to be forever hungry and maybe that is why they don't live for as long as most other undeads do.*

## Stats

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

Attacks:
Hobmark Pickaneers

## Description

*Living in the marshy backwaters of the Hoburg state, the role of the Pikeneers has been questioned, as few horses would trek into those swamps. Some sharp tongues in the Hoburg Gazette have claimed that they can only be considered an aggressive threat against the Hoburg Knights, but this claim has been vehemently denied by the Markgraf in a campaign involving colorful ads and free mince pies at the town square in the major towns.*

## Stats

* Slow

Attacks:
Hybrid Fisherman

## Description

*In coastal villages controlled by the Cult of the Deep, it has been noted that a growing number of the inhabitants seem to become more and more fishlike as they grow old. As they become more aquatic, their wits seem to diminish. If they manage to reach old age they are rumored to return to the sea, but rumors always abound when rural villagers get rid of their old relatives.*

## Stats

* Amphibian

Attacks:
Horologist Rituals

All these rituals must be cast in a Forest or Jungle, and may turn the tile into a Dead Forest or Destroyed Jungle respectively.

## Level 1 Rituals

### Ruby Construct

Summons one of following:

* 2-4 Ruby Clockwork Soldiers
* 2-5 Ruby Clockwork Horrors
* 1 Iron Ant

### Sapphire Construct

Summons one of the following:

* 2-4 Sapphire Clockwork Soldiers
* 2-5 Sapphire Clockwork Horrors
* 1 Iron Spider

### Diamond Construct

Summons one of the following:

* 2-4 Diamond Clockwork Soldiers
* 2-5 Diamond Clockwork Horrors
* 1 Iron Fly

### Emerald Construct

Summons one of the following:

* 2-4 Emerald Clockwork Soldiers
* 2-5 Emerald Clockwork Horrors
* 1 Iron Scorpion
Hedge Wizard

*"The wizards who have learned some kind of magic on their own, or perhaps from another untrained mage, are called Hedge Wizards.  Their control of magic is rudimentary at best as they lack all the theoretical knowledge needed to master the art.  The magic of the Hedge Wizards is often tainted by the influences of Nature and the spells they manage to learn are usually limited to what Nature can influence."*

The Hedge Wizard is a first-level standard wizard that may be offered to any player in possession of one or more library tiles, such as a Magic Library or a City, or to any player with the Baron or Senator class. The odds of receiving a recruitment offer are increased by 0.2% percent for the Hedge Wizard, twice that of most other standard wizards (with the exception of the Initiate of the Metal Orders).

The Hedge Wizard uses first-level Hedge Magic, which sports a broad and unfocused variety of low-powered effects. They may be able cast gusts of wind, increase the strength or armor of friendly units, summon wild animals, and inflict curses, among other spells.

Unlike most standard wizards, the Hedge Wizard cannot be upgraded at a second- or third-level library.
Goblin

## Description

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

## Stats

* Forest Stealth

Attacks:
Giant Toad

## Description

*The bright red skin indicates that this Toad is well respected among the creatures of the swamp. It can spit poison when it becomes annoyed, but the poison spit is not used for hunting. Instead the Giant Toad gets all its food by eating mud and fish directly from the swamp water.*

## Stats

* Poison Resistance (100)
* Swamp Move

Attacks:

 Bite
Konoha Tengu

## Description

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

## Stats

* Flying

Attacks:

 Broadsword
Ba'alite Archer

## Description

*The cult of Ba'al is violent and warlike. Many of the cultists are trained as soldiers of the holy war. They are driven by a religious fervor and are led to believe that they will be rewarded in this life or the next. By looking at their companions they will soon figure out that the reward will come in the next life, because so far none of the low ranking soldiers seem to have any gold to spare.*
King of the Deep

## Description

*Oldest among a race of ancient beings, the King of the Deep is prophesied to lead the Pale Ones in conquest of Elysium, and die a martyr's death in the process.
We have been told by the Dwarves that the lore concerning the future of the Pale Ones is limited, but it would seem that the Pale Ones themselves put a lot of trust in foretellings and readings of fate. This should be expected from a race with a lengthy lifespan and slow wits. The King of the Deep was until recently just a myth, but some time ago one of our mines was attacked by an army of Pale Ones led by a tremendously large, bronze-armored giant. The Pale Ones were thought to be peaceful, albeit protective of their homes, like badgers, but this new development indicates that there is a new will stirring in the halls of the deeper earth. If it is the emergence of the King or if some even more sinister power is at work we do not know. One way or another, the King must be linked to the recent aggression of the Pale Ones.*

## Stats

* Bad Sight
* Fire Resistance (50)
* Cold Resistance (50)
* Shield
* Giant Sized
* Amphibian

Attacks:
Hoburg Crossbow

## Description

*Among the more prominent Hoburg citizens a popular sport is wyvern shooting. Though it is said to be a tradition that originated with an actual wyvern attack on Kuchendorf some forty years ago, today it only consists of a small silver wyvern on a high pole, which the Hoburghers take turns to try to shoot down. The winner is given a wyvern medallion that is worn to impress their neighbors. Some of these wyvern shoot winners form the core of the crossbowmen in the Hoburg army.*

## Stats

* Slow

Attacks:
Dwarven 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 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.
Furnace Guard

## Description

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

## Stats

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

Attacks: