Too few design pints
-->Too few design points

Epitet
-->Epithet

Victory points are accumulated each summer. This unsually results in games with a more predictable length.
-->Victory points are accumulated each summer. This usually results in games with a more predictable length.

The one god that has researched this many points wins the game. 2840 points are required to research one school to level 9.
-->The God who has researched this many points wins the game. 2840 points are required to research one school to level 9.

The one god that controls this many provinces wins the game.
-->The God who controls this many provinces wins the game.

The one God that controls this many victory points wins the game
-->The God who controls this many victory points wins the game.

A master password will enable the host to enter anyones turns and change their moves or turn them into computer players
-->A master password will enable the host to enter anyone's turns and change their moves or turn them into computer controlled players.

This option enables all players to rename their commanders. Gods, prophets and heroes cannot be renamed even if you choose to allow renaming. Rename by pressing 'r' when inspecting a commander.
-->This option allows all players to rename their commanders. Gods, prophets and heroes cannot be renamed even if you choose to allow renaming. Rename by pressing 'r' when inspecting a commander.

Two players cannot be control the same nation
-->Two players cannot control the same nation

An imprisoned Pretender God will break free in three years time, give or take half a year.
-->An imprisoned Pretender God will break free in three years' time, give or take half a year.

A dormant Pretender God will awake in a years time, give or take a few months.
-->A dormant Pretender God will awake in a year's time, give or take a few months.

Select your Pretender God's skill in the eigth different magic paths
-->Select your Pretender God's skill in the eight different magic paths

When casting this spell %s was struck by horrifying patterns that was very disturbing to %s mind and sanity.
-->When casting this spell %s was struck by horrifying patterns that were very disturbing to %s mind and sanity.

A spell has been cast at the Dome of Corruption which in turnstruck the enemy spell caster with insanity.
-->A spell has been cast at the Dome of Corruption which in turn struck the enemy spell caster with insanity.

%s, %s has commited the act of ultimate evil against the world of the living by putting the Burden of Time upon the world. As long as this enchantment is active every living being will grow old and die in a few years time.
-->%s, %s has commited the act of ultimate evil against the world of the living by putting the Burden of Time upon the world. As long as this enchantment is active every living being will grow old and die in a few years' time.

All light from the night sky shine down upon %s, %s when he sits on his %s. What a truly magnificent sight for the entire world to behold. It takes no oracle to interpret this as a sign of true divinity.
-->All light from the night sky shines down upon %s, %s when he sits on his %s. What a truly magnificent sight for the entire world to behold. It takes no oracle to interpret this as a sign of true divinity.

This is not one of the more potent magic rituals, but the astral power harvested from the night sky will surly be used against you. The enchantment must be destroyed before it is too late.
-->This is not one of the more potent magic rituals, but the astral power harvested from the night sky will surely be used against you. The enchantment must be destroyed before it is too late.

%s, %s has awakened the once famous Admiral Torgrin who won countless battles for the old Pantekrator.
-->%s, %s has awakened the once famous Admiral Torgrin who won countless battles for the old Pantokrator.

Even though the Admiral and his undead crew should be of no match for your armies it's surely a bad sign that he fights for the enemy. You must defeat the Admiral or the population will believe that Torgin is coming for your head to put it at the feet of %s's %s.
-->Even though the Admiral and his undead crew should be no match for your armies it's surely a bad sign that he fights for the enemy. You must defeat the Admiral or the population will believe that Torgrin is coming for your head to put it at the feet of %s's %s.

%s, %s has wounded the earth, %s has drilled a well of such depth it has tapped into an artery of the earth itself. This well yields not water but the very blood of the earth, a substance of enormous magical puissance.
-->%s, %s has wounded the earth, %s has drilled a well of such depth it has tapped into an artery of the earth itself. This well yields not water but the very Blood of the Earth, a substance of enormous magical puissance.

Not only has %s wounded the mother of all, no doubt %s also plans to use the power drawn from her blood against you, adding insult to injury. Close the wound of the mother, soothe her pain, squash the leech that feeds upon her and show that it is you that deserve to hold sway over her and all that she begot.
-->Not only has %s wounded the Mother of All, no doubt %s also plans to use the power drawn from her blood against you, adding insult to injury. Close the wound of the Mother, soothe her pain, squash the leech that feeds upon her and show that it is you that deserve to hold sway over her and all that she begot.

The people of %s are truly  blessed amongst the peoples of the world. Their lord %s, %s has commanded the earth to yield up its treasures to %s faitfull. As a result his armies are more well equipped and numerous than ever berfore.
-->The people of %s are truly  blessed amongst the peoples of the world. Their lord %s, %s has commanded the earth to yield up its treasures to %s faitful. As a result, his armies are more well equipped and numerous than ever before.

While this trick of calling forth the treasures of the earth is not the most spectacular of miracles, the increased quality and quantity of %s's armies poses a threat to your realm, people and faith, so it is of paramount that you return the riches from beneath to the earth from which they once came.
-->While this trick of calling forth the treasures of the earth is not the most spectacular of miracles, the increased quality and quantity of %s's armies poses a threat to your realm, people and faith, so it is of paramount importance that you return the riches from beneath to the earth whence they came.

You are being watched. Your servants are being watched. Your slaves are being watched. The unblinking eyes of the lord of %s is ever watching your moves, peering over your shoulders, glaring at you from the sun, watching you from the shadows. By taking the first step towards omniscience %s has set %s upon a path, that if not blocked, will lead %s to ascension. Obviously their is only one fitting punishment for this grotesque arrogance, you must blind these everpresent eyes.
-->You are being watched. Your servants are being watched. Your slaves are being watched. The unblinking eyes of the Lord of %s are ever watching your moves, peering over your shoulders, glaring at you from the sun, watching you from the shadows. By taking the first step towards omniscience %s has set %s upon a path, that if not blocked, will lead %s to ascension. Obviously there is only one fitting punishment for this grotesque arrogance, you must blind these everpresent eyes.

This is the time of the war to end all wars, the time of the war to settle all disputes, the war from which one winner will emerge to lay claim to all. To wage such a war one need weapons. Now %s has acquired the means to create those weapons. %s, %s has recreated the forge of the now gone ruler of all, and is using this forge to recreate the implements of destruction once wielded by the servants of the great one.
-->This is the time of the war to end all wars, the time of the war to settle all disputes, the war from which one winner will emerge to lay claim to all. To wage such a war one needs weapons. Now %s has acquired the means to create those weapons. %s, %s has recreated the forge of the now vanished ruler of all, and is using this forge to recreate the implements of destruction once wielded by the servants of the Great One.

The reopening of the forge of the ancients poses a terrible threat to your plans, who knows what terrible weapons and devices %s will be able to produce with its aid. If you are to win this war and emerge as the one to whom everyone must bow you cannot allow the forge to remain intact. Destroy the forge before the creations of the forge help %s of %s shatter your dreams of divinity.
-->The reopening of the forge of the ancients poses a terrible threat to your plans. Who knows what terrible weapons and devices %s will be able to produce with its aid? If you are to win this war and emerge as the one to whom everyone must bow, you cannot allow the forge to remain intact. Destroy the forge before the creations wrought there help %s of %s shatter your dreams of divinity.

Ancient forces, that have long lain dormat, are stirring once again. %s, %s has performed an immense sacrifice in order to rouse the Rimtursar. These are the ancient giants that lie sleeping in the glaciers, giants that when last awakend lay waste to the earth and turned it into a frozen tundra devoid of life.
-->Ancient forces that have long lain dormant are stirring once again. %s, %s has performed an immense sacrifice in order to rouse the Rimtursar. These are the ancient giants that lie sleeping in the glaciers, giants that when last awakened laid waste to the earth and turned it into a frozen tundra devoid of life.

You must stop this, the Rimtursars have once before slain both man and Gods. Their hearts are frozen and feelings of pity or mercy never stir their blood. If they are allowed to wake once again all your hopes of divinity will surely be smothered in snow.
-->You must stop this, for the Rimtursar have once before slain both men and Gods. Their hearts are frozen and feelings of pity or mercy never stir their blood. If they are allowed to wake once again, all your hopes of divinity will surely be smothered in snow.

Long ago it was prophesised that during the final battle which decides the fate of all %s, %s will call upon the denizens of the lower layers of hell to help spread the word of %s. Now that prophesy has been fulfilled and devils haunt the dreams of %s enemies, threatening and cajoling  the weakest of their flocks to turn against their masters.
-->Long ago it was prophesied that during the final battle which decides the fate of all %s, %s will call upon the denizens of the lower layers of hell to help spread the word of %s. Now that prophecy has been fulfilled and devils haunt the dreams of %s enemies, threatening and cajoling the weakest of their flocks to turn against their masters.

An outrage has been commited against your divine person. The godling of %s has invited devils into the dreams of your subjects, in order to steal them away from you. While the devils can only haunt your subjects inside %s's dominion, the threat and the insult of %s's infernal dealings cannot be born. Tear apart this hellish compact, cleanse the dreams of your subjects from this impure presence and visit your vengeance upon %s's body and mind.
-->An outrage has been commited against your divine person. The godling of %s has invited devils into the dreams of your subjects, in order to steal them away from you. While the devils can only haunt your subjects inside %s's dominion, the threat and the insult of %s's infernal dealings cannot be borne. Tear apart this hellish compact, cleanse the dreams of your subjects from this impure presence and visit your vengeance upon %s's body and mind.

Long ago it was prophesized that Charybdis of the sea would open her jaw and suck down all riches of the world and yield it unto her master %s, %s as a fitting gift to the lord of all. Now the maw of Charybdis has opened and the riches that are found in the sea is being pulled towards her master.
-->Long ago it was prophesied that Charybdis of the sea would open her jaws and suck down all the riches of the world and yield them unto her master %s, %s as a fitting gift to the Lord of All. Now the maw of Charybdis has opened and the riches that are found in the sea are being pulled towards her master.

Charybdis the great maelstrom has been enslaved by %s of %s and is tributing %s with enormous wealth. If this tribute is allowed to continue its magnitude might spell the doom of your aspirations and lead to the ascendancy of %s, unless you wish to end your days a lapdog, chained to %s %s, now is the time to close the maw of charybdis.
-->Charybdis the Great Maelstrom has been enslaved by %s of %s and is tributing %s with enormous wealth. If this tribute is allowed to continue, its magnitude might spell the doom of your aspirations and lead to the ascendancy of %s. Unless you wish to end your days as a lapdog, chained to %s %s, now is the time to close the maw of Charybdis.

There is no fury like that of a divinity scorned. %s, %s has decided to punish those that reject %s promises by calling down lightning from the sky. %s fury, while most manifest inside %s dominion, strikes mercilessly in all four corners of the world, thus %s or %s has claimed rulership of all the lands.
-->There is no fury like that of a divinity scorned. %s, %s has decided to punish those that reject %s promises by calling down lightning from the sky. %s fury, while most manifest inside %s dominion, strikes mercilessly in all four corners of the world, thus %s of %s has claimed rulership of all the lands.

This insult is unacceptable, the lightning of %s strikes with impunity at your faithful mocking your stewardship of their destiny. Quell the fury of %s before your flock lose faith in your power and divine right.
-->This insult is unacceptable, the lightning of %s strikes with impunity at your faithful, mocking your stewardship of their destiny. Quell the fury of %s before your flock lose faith in your power and divine right.

As a sign of %s coming reign %s of %s has thrust a ball of fire into the sky to rival the light of the sun itself, slaying the shadows and the night, and exposing the base deeds of the wicked and faithless to the merciless glare of the burning eye of %s.
-->As a sign of %s coming reign, %s of %s has thrust a ball of fire into the sky to rival the light of the sun itself, slaying the shadows and the night, and exposing the base deeds of the wicked and faithless to the merciless glare of the burning eye of %s.

This must stop, %s's brazen display of power is beating down on your subjects and their lands, wilting their crops and drying out their rivers. How can your flock remain faithful when the sign of %s is hanging so unopposed in the sky, dispelling shade but causing the shadow of doubt to darken the minds of your faithful. Tear down this insult that has been hung above your head, dispell this merciless light and usher back the coolness of the night.
-->This must stop, %s's brazen display of power is beating down on your subjects and their lands, wilting their crops and drying out their rivers. How can your flock remain faithful when the sign of %s is hanging so unopposed in the sky, dispelling shade but causing the shadow of doubt to darken the minds of your faithful? Tear down this insult that has been hung above your head, dispell this merciless light and usher back the coolness of the night.

Who can rightfully claim to be master of all without first mastering both that which grows and that which decays. %s, %s the god of %s has now proven %s mastery of the two aspects of life by forcing the lifeless husks of %s enemies to be reanimated by %s energy and that of the vines that serve %s. Surely, says the wise old seers and oracles, such mastery must herald the mastery of all.
-->Who can rightfully claim to be Master of All without first mastering both that which grows and that which decays? %s, %s the God of %s has now proven %s mastery of the two aspects of life by forcing the lifeless husks of %s enemies to be reanimated by %s energy and that of the vines that serve %s. Surely, say the wise old seers and oracles, such mastery must herald the Mastery of All.

%s is a foolish God of a foolish people. Paltry tricks and conjurations like these might impress feeble old soothsayers, but you know that your might is unmatched and should prove it by ripping this enchantment to shreds before it spawns more such mistaken heresies.
-->%s is a foolish God of a foolish people. Paltry tricks and conjurations like these might impress feeble old soothsayers, but you know that your might is unmatched and should prove it by ripping this enchantment to shreds before it spawns more such mistaken heresies.

Those that speak with the winds have always claimed that no man, beast or spirit can truly claim to be fit to sit on the throne of the world without first claiming homage of the storm. Now %s, %s has opened up the gale gate and storm, gate and hurricane have all bent their knees and yielded up their tributes.
-->Those that speak with the winds have always claimed that no man, beast or spirit can truly claim to be fit to sit on the Throne of the World without first claiming the homage of the storm. Now %s, %s has opened up the Gale Gate and storm, gale and hurricane have all bent their knee and yielded up their tribute.

A pitiful prophesy for a pitiful would be God. Close the gale gate, set free the storm and lay to rest these nursery tales once and for all.
-->A pitiful prophecy for a pitiful would-be God. Close the Gale Gate, set free the storm and lay to rest these nursery tales once and for all.

As %s, %s declared the inhabitants of %s %s chosen people %s promised them that %s should bless their land, turn it into a land of milk and honey. %s has now fulfilled that promise, no land has richer crops than %s, in no other land are the sow's litter bigger, %s's people are truly blessed.
-->As %s, %s declared the inhabitants of %s %s chosen people %s promised them that %s should bless their land, turn it into a land of milk and honey. %s has now fulfilled that promise. No land has richer crops than %s, in no other land are the sows' litters bigger, %s's people are truly blessed.

Such abundance is unseemly amongst mortals, prove to the people of %s that this extravagance is fleeting and that the promises of %s are hollow lies, prove to them that there is but one truth and one path to bliss, and that truth and that path is you.
-->Such abundance is unseemly amongst mortals. Prove to the people of %s that this extravagance is fleeting and that the promises of %s are hollow lies, prove to them that there is but one truth and one path to bliss, and that truth and that path is you.

It is foretold in the prophesies of %s that before their lord and master %s, %s finally vanquishes %s enemies and ascends to the throne celestial, %s shall grant all of %s faithful long and prosperous lives, all ills shall be cured and good health shall be enjoyed by everyone, that prophesy is now fulfilled.
-->It is foretold in the prophesies of %s that before their lord and master %s, %s finally vanquishes %s enemies and ascends to the Throne Celestial, %s shall grant all of %s faithful long and prosperous lives, all ills shall be cured and good health shall be enjoyed by everyone. That prophecy is now fulfilled.

The false god of %s has blessed %s followers with supernatural health and stamina, this sets a bad example for your faithful whom have not received a similar benefit from their worship, thus this unseemly generosity on %s's part must be stopped.
-->The false God of %s has blessed %s followers with supernatural health and stamina. This sets a bad example for your faithful who have not received a similar benefit from their worship, thus this unseemly generosity on %s's part must be stopped.

%s, %s has acquired a kindling of the fire that fell from the sun. There is no nobler flame on this or any other earth. Such a fire that burns in %s's pyre is surely an omen of ascendancy to the divine, why else would the sun that begets all life bless %s so.
-->%s, %s has acquired a kindling of the Fire that fell from the sun. There is no nobler flame on this or any other earth. Such a Fire that burns in %s's Pyre is surely an omen of ascendancy to the divine, why else would the sun that begets all life bless %s so?

Fire is a fickle element. Prove to %s the fickleness of flame. Quench the fire that came from the sun. For if %s was once graced by this gift from the sun, how much more cursed would %s be for losing it.
-->Fire is a fickle element. Prove to %s the fickleness of flame. Quench the fire that came from the sun. For if %s was once graced by this gift from the sun, how much more cursed would %s be for losing it.

From time to time seers skilled in the astral ways are visited by terrible dreams of a coming atrocity. An atrocity that will pour poison into the very veins of magic, pollute the astral wellsprings and call upon the slaves of unreason to prey upon seers, sages and sorcerers alike. That atrocity has now been committed, %s, %s has performed an impure sacrifice of unheard magnitude, using the power of blood %s has twisted the fabric of magic itself filling it with the impure energies upon which the slaves of unreason feast. The sooth- and doomsayers wail and cry that this must be that terrible time of which the prophesies speak, the time when no magic can be safely practiced save for the impure path of blood, the time that ushers in the rule of %s, the time of the reign of blood.
-->From time to time seers skilled in the astral ways are visited by terrible dreams of a coming atrocity. An atrocity that will pour poison into the very veins of magic, pollute the astral wellsprings and call upon the slaves of unreason to prey upon seers, sages and sorcerers alike. That atrocity has now been committed, %s, %s has performed an impure sacrifice of unheard magnitud. Using the power of blood %s has twisted the fabric of magic itself, filling it with the impure energies upon which the slaves of unreason feast. The soothsayers and doomsayers wail and cry that this must be that terrible time of which the prophesies speak, the time when no magic can be safely practiced save for the impure path of blood, the time that ushers in the rule of %s, the time of the Reign of Blood.

With one blow %s has crippled much of your forces, your loyal mages brood useless in their towers dreading even to try the most basic of charms, your seers and soothsayers dare not gaze too long into the void lest they find eyes in the void gazing back at them. Such arrogance from the upstart of %s. Has %s forgotten the treaty in which this abomination was forbidden. Your path is clear, purify the world from this taint, cleanse the world of this corruption, wash the world pure with the blood of %s.
-->With one blow, %s has crippled much of your forces. Your loyal mages brood useless in their towers, dreading even to try the most basic of charms. Your seers and soothsayers dare not gaze too long into the void lest they find eyes in the void gazing back at them. Such arrogance from the upstart of %s. Has %s forgotten the treaty in which this abomination was forbidden? Your path is clear, purify the world from this taint, cleanse the world of this corruption, wash the world pure with the blood of %s.

In the prophesies of %s it is said that there will be a great war that will lead to the dominance of %s, %s over all that is. During this great war %s will break the shackles that restrains the four winds, in roaring delight the four winds will savage the lands, uprooting trees and wrecking ships. Now the war is upon us, %s has unleashed the four winds. Boreas, Eurus, Notus and Zephyr can all be heard roaring outside your halls, their fury heralds the ascendancy of %s.
-->In the prophesies of %s it is said that there will be a great war that will lead to the dominance of %s, %s over all that is. During this great war %s will break the shackles that restrain the four winds and in roaring delight the four winds will savage the lands, uprooting trees and wrecking ships. Now the war is upon us, %s has unleashed the four winds. Boreas, Eurus, Notus and Zephyr can all be heard roaring outside your halls, their fury heralds the ascendancy of %s.

Still these winds, quell this omen, prove to faithful and faithless alike that the feeble prophesies of %s holds no sway over one such as you.
-->Still these winds, quell this omen, prove to faithful and faithless alike that the feeble prophesies of %s hold no sway over one such as you.

The prophesies of %s tell of how the ascendancy of %s over the real shall be preceded by %s ascendance over the unreal. %s, %s now has wrested from the world the allegiance of that which is not. The inhabitants of the unreal guards %s borders, plows %s fields and mans %s furnaces.
-->The prophesies of %s tell of how the ascendancy of %s over the real shall be preceded by %s ascendancy over the unreal. %s, %s now has wrested from the world the allegiance of that which is not. The inhabitants of the unreal guard %s borders, plow %s fields and man %s furnaces.

Prove to %s the flimsiness of the unreal, riddle the lord of %s the enigma of steel.
-->Prove to %s the flimsiness of the unreal, riddle the Lord of %s the Enigma of Steel.

%s, lord of %s, %s has proclaimed that the oak growing in %s sacred grove is the Mother Oak, the oak that stands at the heart of the world.
-->%s, lord of %s, %s has proclaimed that the oak growing in %s sacred grove is the Mother Oak, the oak that stands at the heart of the world.

The possession of this oak is surely a sign that %s is the rightful ruler of this world, thus the oak must burn.
-->The possession of this oak is surely a sign that %s is the rightful ruler of this world. Thus the oak must burn.

The last few seasons blind soothsayers have been roaming the street bemoaning the end of time and the coming slaying of the sun. Now the unthinkable has come to pass, the last sign of the end of all is upon us. The lord of %s has opened the gates to the shadow hell and made the sun an offering to its forces. Darkness covers the land, crops wither and die, and high and low alike hide from the things that go bump in the night. This is indeed a sign of the ascendancy of %s, %s who shall lay waste to the world. Unless the other pretenders can pierce the shadow and reclaim the sun for their people all will be lost, and %s will rule this world, and the next, from %s %s.
-->These last few seasons blind soothsayers have been roaming the streets, bemoaning the End of Time and the coming Slaying of the Sun. Now the unthinkable has come to pass, the last sign of the End of All is upon us. The Lord of %s has opened the Gates to the Shadow Hell and made of the Sun an offering to its forces. Darkness covers the land, crops wither and die, and high and low alike hide from the things that go bump in the night. This is indeed a sign of the Ascendancy of %s, %s who shall lay waste to the world. Unless the other Pretenders can pierce the Shadow and reclaim the sun for their people, all will be lost, and %s will rule this world, and the next, from %s %s.

The ancient vine creatures that dwell within the deep forest have been awakened by the lord of %s. The awakened vines have sworn their fealty to %s and the seers that read the future in the turnings of the seasons and the rustlings of the leaves claims that this is one of the signs long awaited that heralds the ascendancy of %s, %s.
-->The ancient vine creatures that dwell within the deep forest have been awakened by the lord of %s. The awakened vines have sworn their fealty to %s and the seers who read the future in the turnings of the seasons and the rustlings of the leaves claims that this is one of the signs long awaited that heralds the Ascendancy of %s, %s.

This must not come to pass, you must shatter this treaty and prove the omens wrong before your subjects lose faith in your right to divinity.
-->This must not come to pass. You must shatter this treaty and prove the omens wrong before your subjects lose faith in your right to divinity.

%s the lord of %s has blown in the horn of the hunt. The Wild Hunt once more, as it once did, roams the glades and forests. The Hunter has heeded the call of the %s and haunts the forests of the world in search for the servants of his master's enemies. The priests of other pretenders huddle in fear and their subjects, noting they cannot protect them, whisper heretical lies amongst themselves.
-->%s the Lord of %s has blown the Horn of the Hunt. The Wild Hunt once more, as it once did, roams the glades and forests. The Hunter has heeded the call of the %s and haunts the forests of the world in search for the servants of his master's enemies. The priests of other pretenders huddle in fear and their subjects, noting they cannot protect them, whisper heretical lies amongst themselves.

You must silence the horn of the hunt, and mount the Hunters head above your %s, how else can you show that the right to true divinity is yours and yours alone. You must not let this omen of the upstart of %s remain.
-->You must silence the Horn of the Hunt, and mount the Hunter's head above your %s. How else can you show that the right to true divinity is yours and yours alone? You must not let this omen of the upstart of %s remain.

An unnatural vigor has come upon the people of the world, their woes, their pains, their very mortality is being sucked away from them. The black lamb, %s, %s has opened the well of misery, making %s the sacrifice, drawing all ills to %s %s providing false hopes to the righteously smitten. The coming of the black lamb of %s is one of the omens of the end. Unless the unholy well dries out the prophesies state that %s will ascend the heavens and lock all pretenders' souls and bodies in the pit of Tartarus.
-->An unnatural vigor has come upon the people of the world. Their woes, their pains, their very mortality is being sucked away from them. The Black Lamb, %s, %s has opened the Well of Misery, making %s the sacrifice, drawing all ills to %s %s, providing false hopes to the righteously smitten. The coming of the Black Lamb of %s is one of the omens of the end. Unless the unholy well dries out the prophesies state that %s will ascend the heavens and lock all pretenders' souls and bodies in the pit of Tartarus.

Destroy the well of misery, give back the mortals their woes and ailments, do not let them cling to the false hope promised by the sacrifice of the black lamb.
-->Destroy the Well of Misery, give back the mortals their woes and ailments. Do not let them cling to the false hope promised by the sacrifice of the Black Lamb.

The ravens found plenty of corpses to feed on and returned in order to be harvested for %d death gems.
-->The ravens found plenty of corpses to feed on and returned to be harvested for %d death gems.

The ravens found some corpses to feed on, but not enough in order to create death gems from those who returned.
-->The ravens found some corpses to feed on, but not enough to create death gems from those who returned.

%s's transformation went wrong and %s's mind and body was seriously damaged.
-->%s's transformation went wrong and %s's mind and body were seriously damaged.

Suddenly blood burst from the eyes of %s. The allseeing eyes are now lost.
-->Suddenly blood burst from the eyes of %s. The All-seeing Eyes are now lost.

Blood burst from the eyes of %s. The allseeing eyes are now gone.
-->Blood burst from the eyes of %s. The All-seeing Eyes are now gone.

Suddenly a great wasting whirlpool of disease appeared out of nowhere and struck the army located here. %d units were hit and of these %d units are now diseased and will die shortly.
-->Suddenly a great wasting whirlpool of disease appeared out of nowhere and struck the army located here. %d units were hit and %d of these units are now diseased and will die shortly.

Suddenly a great wasting cloud of disease appeared out of nowhere and struck the army located here. %d units were hit and of these %d units are now diseased and will die shortly.
-->Suddenly a great wasting cloud of disease appeared out of nowhere and struck the army located here. %d units were hit and %d of these units are now diseased and will die shortly.

Suddenly %s appeared out of nowhere and struck the army located here. %d units were hit and of these %d units were killed.
-->Suddenly %s appeared out of nowhere and struck the army located here. %d units were hit and %d of these units were killed.

Parts of our army were lured in the wild forest and never seen again. %d units went into the forest and of these %d units were never seen again.
-->Parts of our army were lured into the wild forest and never seen again. %d units went into the forest and %d of these units were never seen again.

Parts of our army were lured in the wild forest and never seen again. %d units went into the forest and no one has returned.
-->Parts of our army were lured into the wild forest and never seen again. %d units went into the forest and no one has returned.

Suddenly a whirlwind appeared out of the sky and tried to snatch %s away. But the shear weight of %s stopped the whirlwind from lifting %s away.
-->Suddenly a whirlwind appeared out of the sky and tried to snatch %s away. But the sheer weight of %s stopped the whirlwind from lifting %s away.

Suddenly a whirlwind appeared out of the sky and snatched %s away. The commander and anyone who were standing too close to %s was flown to %s (%d). There the wind suddenly lost its grip and %s plummeted back to earth.
-->Suddenly a whirlwind appeared out of the sky and snatched %s away. The commander and anyone standing too close to %s were flown to %s (%d). There the wind suddenly lost its grip and %s plummeted back to earth.

Suddenly a whirlwind appeared out of the sky and snatched %s away. The commander and anyone who were standing too close to %s was transported safely to %s (%d).
-->Suddenly a whirlwind appeared out of the sky and snatched %s away. The commander and anyone standing too close to %s were transported safely to %s (%d).

%d units were lost during the journey through the realm of death.
-->%d units were lost during the journey through the Realm of Death.

The journey through the realm of death wwnt unexpectedly well. No one was lost.
-->The journey through the Realm of Death went unexpectedly well. No one was lost.

Suddenly a pack of winged monkies appeared out of the sky and attacked %s.
-->Suddenly a pack of winged monkeys appeared out of the sky and attacked %s.

Afterwards the monkies grabbed %s and flew away to %s (%d)
-->Afterwards the monkeys grabbed %s and flew away to %s (%d)

The monkies were successful in abducting an enemy commander.
-->The monkeys were successful in abducting an enemy commander.

%s the god of %s was hit by a giant thunder bolt followed by a hundred spears and a soul slay from hell.
-->%s the God of %s was hit by a giant thunder bolt followed by a hundred spears and a soul slay from hell.

The has been a major disturbance in ownership of the world's provinces. %s suddenly owns provinces that had other rulers just a few minutes ago.
-->There has been a major disturbance in ownership of the world's provinces. %s suddenly owns provinces that had other rulers just a few minutes ago.

The entire earth trembled in the most powerful earthquake every seen. After the earthquake meteors fell from the skies, surely hundreds of thousands of people must have died. %d of our military units died.
-->The entire earth trembled in the most powerful earthquake every seen. After the earthquake, meteors fell from the skies. Surely, hundreds of thousands of people must have died. %d of our military units died.

Suddenly a huge amount of girls appeared in the laboratory.
-->Suddenly a huge number of girls appeared in the laboratory.

Pillage provinces to get more unburied corpses to reanimate when playing Ermor.
-->Pillage provinces to get more unburied corpses to reanimate when playing Ermor - Ashen Empire in the Late Age.

Mindless units dissolve instead of routing when they are left leaderless in battle.Magical beings must have magical leadership.
-->Mindless units dissolve instead of routing when they are left leaderless in battle. Magical beings must have magical leadership.

Undead must be led by necromancers, blood mages or undead generals.
-->Undead and demons must be led by necromancers, blood mages or undead generals.

The Bow of Botulf causes feeblemindness regardless of magic resistance.
-->The Black Bow of Botulf causes feeblemindedness regardless of magic resistance.

You can resume a castle construction later if you are interrupted, unless the province is captured.
-->You can resume castle construction later if you are interrupted, unless the province is captured.

Trolls require gold for upkeep and much of it.
-->Trolls require gold for upkeep. A lot of it.

  %s trying to assinate %s in land %s
--> %s trying to assassinate %s in land %s

%s disappeared one night and entered the sea. This night some people heard the most beautiful song. %s was disappointed to find a fish being instead of the beatiful female he had envisioned. He attacked her in rage and disappointment.
-->%s disappeared one night and entered the sea. That night some people heard a most beautiful song. %s was disappointed to find a fish being instead of the beautiful female he had envisioned. He attacked her in rage and disappointment.

%s disappeared one night and was never seen again. This night some people heard the most beautiful song.
-->%s disappeared one night and was never seen again. That night some people heard a most beautiful song.

%s successfully corrupted an enemy commander called %s. %s has been transported to your home with help of the demon lord.
-->%s successfully corrupted an enemy commander called %s. %s has been transported to your home with the help of the demon lord.

%s managed to resist an hostile seduction attempt and a battle ensued.
-->%s managed to resist a hostile seduction attempt and a battle ensued.

The unrest in %s is increasing. This could be the work of enemy spies.
-->Unrest in %s is increasing. This could be the work of enemy spies.

The Eyes of God looks upon this province.
-->The Eyes of God look upon this province.

The eater of the dead has grown too powerful and it is now impossible to control.
-->The Eater of the Dead has grown too powerful and it is now impossible to control.

The eater of the dead is growing in power and if it continues to grow at this rate it will soon become impossible to control.
-->The Eater of the Dead is growing in power and if it continues to grow at this rate it will soon become impossible to control.

The eater of the dead is growing in power and it is starting to look really promising.
-->The Eater of the Dead is growing in power and it is starting to look really promising.

A hostile mage discovered %s's astral cord and severed it. %s became feeble minded and will probably never fully recover.
-->A hostile mage discovered %s's astral cord and severed it. %s became feebleminded and will probably never fully recover.

A powerful astral mage has been attacking our troops mentally from a great distance. %d units were attacked and of these %d were killed and %d were feeble minded.
-->A powerful astral mage has been attacking our troops mentally from a great distance. %d units were attacked and %d of these were killed and %d were feeble minded.

%s found %d enemy mages with the help of his arcane power strands. %d enemy mages were killed and %d were feeble minded. No new magic sites were found.
-->%s found %d enemy mages with the help of his strands of arcane power. %d enemy mages were killed and %d were feeble minded. No new magic sites were found.

The wrath of god has wounded %d heretics and killed %d.
-->The Wrath of God has wounded %d heretics and killed %d.

Holy fire from a malicious pretender god has been striking our troops. %d unit(s) was wounded and %d unit(s) was killed.
-->Holy fire from a malicious pretender god has been striking our troops. %d units were wounded and %d units were killed.

The Lure of the Deep is of no use as the people lured into the depths do no longer drown.
-->The Lure of the Deep is of no use as the people lured into the depths no longer drown.

%s found %d new magic sites and %d enemy mages with the help of his arcane power strands. The mages were mentally attacked by %s, %d were killed and %d were feeble minded.
-->%s found %d new magic sites and %d enemy mages with the help of his strands of arcane power. The mages were mentally attacked by %s, %d were killed and %d were feeble minded.

%s found %d new magic sites with the help of %s arcane power strands. No enemy mages were found.
-->%s found %d new magic sites with the help of %s strands of arcane power. No enemy mages were found.

%s has searched %s for magic sites, but none was found.
-->%s has searched %s for magic sites, but none were found.

Many villagers have got quite upset by this slave hunt.
-->Many villagers have become quite upset by this slave hunt.

The province is very upset by the slave hunt and demands it to stop.
-->The province is very upset by the slave hunt and demands it to be stopped.

%s's death brought him as close to god as possible. He is now part of the God's Dominion.
-->%s's death brought him as close to God as possible. He is now part of the God's Dominion.

The Sword of many Colors
-->The Sword of Many Colors

The Sickle whose Crop is Pain
-->The Sickle Whose Crop Is Pain

A traders guild has been established in the province permanently increasing tax revenue by 50 pounds of gold.
-->A traders guild has been established in the province, permanently increasing tax revenue by 50 pounds of gold.

A market was held in the province. Merchants from wide and far gathered and there was much commerce. Tax revenue was 500 pounds of gold.
-->A market was held in the province. Merchants from far and wide gathered and there was much commerce. Tax revenue was 500 pounds of gold.

A market was held in the province. Merchants from wide and far gathered and there was much commerce. Tax revenue was 750 pounds of gold.
-->A market was held in the province. Merchants from far and wide gathered and there was much commerce. Tax revenue was 750 pounds of gold.

A market was held in the province. Merchants from wide and far gathered and there was much commerce. Tax revenue was 1000 pounds of gold.
-->A market was held in the province. Merchants from far and wide gathered and there was much commerce. Tax revenue was 1000 pounds of gold.

A prospector genius has found a small gold deposit. 200 pounds of gold was found.
-->A master prospector has found a small gold deposit. 200 pounds of gold was found.

A priest of the faith has been blessing the crops through out the province. People are happy and faith has increased. 200 pounds of gold has been donated by merry farmers.
-->A priest of the faith has been blessing the crops throughout the province. People are happy and faith has increased. 200 pounds of gold has been donated by merry farmers.

An annoying leprechaun was captured by a simple cobbler who sold him to you for a pound of gold. The when persuaded with burning iron the leprechaun revealed his treasure trove. A magic item and one hundred pounds of gold was found underneath a dung heap.
-->An annoying leprechaun was captured by a simple cobbler who sold him to you for a pound of gold. When persuaded with burning iron the leprechaun revealed his treasure trove. A magic item and one hundred pounds of gold were found underneath a dung heap.

A great caravan from distant lands arrived in the province. Merchants from wide and far gathered and there was much commerce. Tax revenue was 1500 pounds of gold.
-->A great caravan from distant lands arrived in the province. Merchants from far and wide gathered and there was much commerce. Tax revenue was 1500 pounds of gold.

A great market was held in the province. Merchants from wide and far gathered and there was much commerce. Tax revenue was 600 pounds of gold.
-->A great market was held in the province. Merchants from far and wide gathered and there was much commerce. Tax revenue was 600 pounds of gold.

A helpful necromancer has decided to aid you. He brought with him his soulless minions.
-->A helpful necromancer has decided to aid you. He brought his soulless minions with him.

A fugitive from the hidden kingdom of Elludia has arrived in your capital. His brings with him a handful of diamonds and swears to serve you if you protect him from his former masters.
-->A fugitive from the hidden kingdom of Elludia has arrived in your capital. He brings a handful of diamonds with him and swears to serve you if you protect him from his former masters.

An emissary from the shadow seers at Nexus has arrived in the province. They bring you three gifts from the hidden tower. Astral pearls, an item of magic and two hundred pounds of gold.
-->An emissary from the Shadow Seers at Nexus has arrived in the province. He brings you three gifts from the hidden tower. Astral pearls, an item of magic and two hundred pounds of gold.

An enormously wealthy prince from a distant land arrived in your province searching for his beloved lady. Unfortunately for him he was infected by the plague and died in your care. His riches, one fifteen hundred pounds of gold, and magic items were transported to your treasury.
-->An enormously wealthy prince from a distant land arrived in your province searching for his beloved lady. Unfortunately for him, he was infected by the plague and died in your care. His riches, fifteen hundred pounds of gold and magic items, were transported to your treasury.

An unnatural plague has swept the province killing thousands. In the decaying corpses magic death gems were found. Rumors of the mythical Crown of Darkness has circulated in the province ever since.
-->An unnatural plague has swept the province, killing thousands. Magic death gems were discovered in the decaying corpses. Rumors of the mythical Crown of Darkness have circulated in the province ever since.

A young scholar has discovered the tomb of an ancient king. 500 pounds of gold and a magic item was found.
-->A young scholar has discovered the tomb of an ancient king. 500 pounds of gold and a magic item were found.

The tomb of an ancient priest king was discovered. 1000 pounds of gold and a magic item was found.
-->The tomb of an ancient priest king was discovered. 1000 pounds of gold and a magic item were found.

One cold winter night there was a storm. A man with frozen beard and robes of silver and ice emerged. He claimed to be the last of his order and now he wishes to serve you whose dominion is ice and darkness.
-->One cold winter night there was a storm. A man with frozen beard and robes of silver and ice emerged. He claimed to be the last of his order and now he wishes to serve you, whose dominion is ice and darkness.

A sunken ship filled with treasures had been discovered in a deep gorge. One thousand pounds of gold has been transported to your treasury.
-->A sunken ship filled with treasures has been discovered in a deep gorge. One thousand pounds of gold has been transported to your treasury.

A triton prince has come to you in search of the fabled Orb of Atlantis. He was so impressed by your wondrous palaces that he and his retinue swore their allegiances to you.
-->A triton prince has come to you in search of the fabled Orb of Atlantis. He was so impressed by your wondrous palaces that he and his retinue swore their allegiance to you.

People here are very unruly and have destroyed valuable equipment that is neccessary for us. Repairs costed 200 gold.
-->People here are very unruly and have destroyed valuable equipment that is neccessary for us. Repairs cost 200 gold.

People here are very displeased and one fifth of the population are leaving their homes in search of a better place to live
-->People here are very displeased and one fifth of the population has left their homes in search of a better place to live

Famine has struck the land. The people are starving and begging in the streets. One fifth of the population has died and the people are blaming their cruel masters. The famine cost us hundred pounds of gold.
-->Famine has struck the land. The people are starving and begging in the streets. One fifth of the population has died and the people are blaming their cruel masters. The famine cost us a hundred pounds of gold.

Heavy snowfalls have blocked important trade routes. Trade and production was hampered. Tax losses were two hundred pounds of gold.
-->Heavy snowfalls have blocked important trade routes. Trade and production were hampered. Tax losses were two hundred pounds of gold.

Heavy snowfalls has blocked important mountain roads. Trade and production was hampered. Tax losses were a hundred pounds of gold.
-->Heavy snowfalls have blocked important mountain roads. Trade and production were hampered. Tax losses were a hundred pounds of gold.

A hailstorm has devastated the countryside killing cattle and shepherds. Three percent of the population has died. Tax losses were eighty pounds of gold.
-->A hailstorm has devastated the countryside, killing cattle and shepherds. Three percent of the population has died. Tax losses were eighty pounds of gold.

A well known count has revealed himself as a vampire. He and his minions have tried to take control over the province.
-->A well known count has revealed himself as a vampire. He and his minions have tried to take control of the province.

A group of visiting heroes have decided to rid this province from your unfair rulership.
-->A group of visiting heroes have decided to rid this province of your unfair rulership.

A sect of dark cultists have appeared in your province. They worship the lord of death and his slaves walks among them.
-->A sect of dark cultists has appeared in your province. They worship the Lord of Death and his slaves walks among them.

A blizzard has struck the province killing animals and young. Five percent of the population has died. The heavy snowfalls hampered trade and production. Tax losses were one hundred and fifty pounds of gold.
-->A blizzard has struck the province, killing animals and young. Five percent of the population has died. The heavy snowfalls hampered trade and production. Tax losses were one hundred and fifty pounds of gold.

Realizing the power of the beautiful and ever growing nature, the entire female population of this province has gone into a frenzy of Pangaea worshipping.
-->Realizing the power of the beautiful and ever growing nature, the entire female population of this province has gone into a frenzy of Pangaea worship.

The Doom Glaive is a truly fearsome weapon used by some undead warriors. Those close to where it strikes will be cursed for the rest of their lives. Those lives will be very short though as they will also age and die within minutes.
-->The Doom Glaive is a truly fearsome weapon used by some undead warriors. Those close to where it strikes will be cursed for the rest of their lives. Those lives will be very short, though, as the victims will also age and die within minutes.

This dark bow crafted out of unknown materials will strike with insanity those hit by its deadly arrows.
-->This dark bow crafted out of unknown materials will strike those hit by its deadly arrows with insanity.

This black staff carved out of ancient wood is inscribed with the Oath of Kurgi, slave to Unreason. Hidden among other runes on the staff are skulls that endlessly shout out their mad anguish and blather oaths to Unreason. Those struck by the rod will lose their minds. The wielder can point the staff at living beings and so mark them as Kurgi's to take.
-->This black staff, carved out of ancient wood, is inscribed with the Oath of Kurgi, Slave to Unreason. Hidden among the other runes on the staff are skulls that endlessly shout out their mad anguish and blather oaths to Unreason. Those struck by the rod will lose their minds. The wielder can point the staff at living beings and so mark them as Kurgi's to take.

The Hammer of the Mountains is an enormous enruned raw-iron hammer that strikes with the force of the mountains. Unfortunately, its great weight makes the bearer quite easy to hit.
-->The Hammer of the Mountains is an enormous rune-enscribed raw-iron hammer that strikes with the force of the mountains. Unfortunately, its great weight makes the bearer quite easy to hit.

This flail is made of human bones bound with iron, and the chains are tipped with mummified hands enchanted with the magic of Death, instead of spiked balls.  When the flail is flung, the chill touch of the hands will cause extreme discomfort to anyone hit. The hands will also aid during spell casting by making helpful gestures at crucial moments.
-->This flail is made of human bones bound with iron and instead of spiked balls, the chains are tipped with mummified hands enchanted with the magic of Death. When the flail is swung, the chill touch of the hands will cause extreme discomfort to anyone hit. The hands will also aid during spell casting by making helpful gestures at crucial moments.

As soon as this sword is drawn, the blade will burst into flames of cold, and anyone close to where it strikes will be frozen by the extremely cold flames. The sword partially protects its wielder from cold.
-->As soon as this sword is drawn, the blade will burst into icy blue flames and anyone close to where it strikes will be frozen by the extremely cold flames. The sword partially protects its wielder from cold.

This weapon is loaded with bolts from the realm of dead. The bolts will explode in a shower of death magic when they strike. Those affected by it will wither and die within minutes. Anyone carrying this weapon will get cursed.
-->This weapon is loaded with bolts from the Realm of the Dead. The bolts will explode in a shower of death magic when they strike. Those affected by it will wither and die within minutes. Anyone carrying this weapon will get cursed.

A well-crafted hammer made of the blackest dwarven iron, this hammer is enchanted with Earth magic. When it is used in the forge, it will help the smith to produce magical wonders.
-->A well-crafted hammer made of the blackest dwarven iron, this hammer is enchanted with Earth magic. When used in the forge, it will help the smith produce magical wonders.

:The Sickle whose Crop is Pain
-->:The Sickle Whose Crop Is Pain

This is one of two spears made for the sons of a king in ancient times. The spears give the wielder increased leadership and luck in battle. One spear was given powers of Death and the other was given powers over the void. The first one reanimates those killed by its deadly point. The second spear allows the wielder to call Lesser Horrors in battle.
-->This is one of two spears made for the sons of a king in ancient times. The spears give the wielder increased leadership and luck in battle. One spear was given powers of Death and the other was given powers over the Void. The first one reanimates those killed by its deadly point. The second spear allows the wielder to call Lesser Horrors in battle.

This sword was first forged by Igarak the Arch Devil and given to a devoted servant in the world of the living. Anyone struck by the sword will be bansihed from the world and sent to the Inferno. Getting back from there is not easy, but stories have been told of great heroes who were bansihed there and made their way back alive.
-->This sword was first forged by Igarak the Arch Devil and given to a devoted servant in the world of the living. Anyone struck by the sword will be bansihed from the world and sent to the Inferno. Getting back from there is not easy, but stories have been told of great heroes who were banished there and made their way back alive.

This sword will increase the priestly authority of any priest that wields it. When used in combat, it will burst into flames and can be used to imprison enemies in fire.
-->This sword will increase the priestly authority of any priest who wields it. When used in combat, it will burst into flames and can be used to imprison enemies in fire.

A simple sword of ordinary appearance, this sword was once not unlike other swords. After it was worn and wielded by the Grand Censor of Ermor, who used it to mete out his depraved justice, it acquired considerable power from the innumerable innocents that died from it. The residue of these injustices residing in the blade was enhanced during the cataclysmic fall of Ermor, when it absorbed considerable amounts of unholy energies. The sword will now increase the holy might of its wielder and will strike anyone it hits with the rot of Hell. It also enables the owner to protect his undead minions from banishment.
-->A simple sword of ordinary appearance, this blade was once not unlike other swords. After it was worn and wielded by the Grand Censor of Ermor, who used it to mete out his depraved justice, it acquired considerable power from the innumerable innocents who died on its blade. The residue of these injustices residing in the blade was enhanced during the cataclysmic fall of Ermor, when it absorbed considerable amounts of unholy energies. The sword will now increase the holy might of its wielder and will strike anyone it hits with the rot of Hell. It also enables the owner to protect his undead minions from banishment.

This scepter was stolen from the Lord of the Underworld by a powerful necromancer and given to his mortal general. The rod grants the wielder the ability to take control of the walking dead.
-->This sceptre was stolen from the Lord of the Underworld by a powerful necromancer and given to his mortal general. The rod grants the wielder the ability to take control of the walking dead.

Picus and Procas were two brothers who ruled a kingdom together. They were both wise mages: Picus was a specialist in Blood magic and Procas in Death magic. In order to strengthen their hold upon the kingdom, they decided to forge a set of magic weapons together. Picus's axe was made to strengthen and protect the brothers, and Procas's axe was made to put fear in both enemies and population.
-->Picus and Procas were two brothers who ruled a kingdom together. They were both wise mages: Picus was a specialist in Blood magic and Procas in Death magic. In order to strengthen their hold upon the kingdom, they decided to forge a set of magic weapons together. Picus's axe was made to strengthen and protect the brothers and Procas's axe was made to put fear into both their enemies and the population.

A chain hauberk made of the brightest silver, this armor is said to distract the eyes of enemies. As a result, few, if any, arrows will ever hit the wearer. The exquisite design of the mail makes it very light.
-->A chain hauberk made of the brightest silver, this armor is said to distract the eyes of enemies. As a result, few arrows, if any, will ever hit the wearer. The exquisite design of the mail makes it very light.

This pelt is the flayed skin of the Father of All Wolves.  It is coal-black, shaggy, and huge. The pelt will imbue the wearer with the strength, speed, and rage of the Father of Wolves. Wolves will also come to his side in times of need and serve him as if he was their patriarch.
-->This pelt is the flayed skin of the Father of All Wolves. It is coal-black, shaggy and huge. The pelt will imbue the wearer with the strength, speed and rage of the Father of Wolves. Wolves will also come to his side in times of need and serve him as if he was their patriarch.

This cloak makes its wearer invulnerable to all but the most powerful attacks. The Cloak of Invulnerability is highly coveted by mages, as it offers the best possible protection without encumbering their spell casting at all.
-->This robe makes its wearer invulnerable to all but the most powerful attacks. The Robe of Invulnerability is highly coveted by mages, as it offers the best possible protection without encumbering their spell casting at all. However, it makes its wearer more susceptible to poison.

This is an intricate device, consisting of two enormous wings made of copper feathers fastened to a bronze breast plate that is securely strapped to its bearer. In front of the breastplate are two bronze arms ending in handles. These handles are connected with wires to the wings. These handles are held by the bearer, who vigorously pumps them, thus gaining the ability to fly. The whole device is heavily enchanted with the raw power of Earth, which lends the bearer the strength required to use the device. Unfortunately, the manner of its construction and its enormous bulk will make the wielding of weapons a great problem. On the upside, a flying bearer landing among his enemy with furiously beating wings will scatter them like so many leaves in a storm. The noise of the copper feathers grating against each other will also make a horrible thundering noise that will cause panic in enemy ranks.
-->This is an intricate device, consisting of two enormous wings made of copper feathers fastened to a bronze breast plate that is securely strapped to its bearer. In front of the breastplate are two bronze arms ending in handles. These handles are connected with wires to the wings. These handles are held by the bearer, who vigorously pumps them, thus gaining the ability to fly. The whole device is heavily enchanted with the raw power of Earth, which lends the bearer the strength required to use the device. Unfortunately, the manner of its construction and its enormous bulk will make the wielding of weapons a great problem. On the upside, a flying bearer landing among his enemy with furiously beating wings will scatter them like so many leaves in a storm. The sound of the copper feathers grating against each other will also make a horrible thundering noise that will cause panic in enemy ranks.

These leather boots have been drenched in the blood of ten young vigins. The wearer of these boots will cease his natural aging and be magically reinvigorated during battles.
-->These leather boots have been drenched in the blood of ten young virgins. The wearer of these boots will cease his natural aging and be magically reinvigorated during battles.

These hard boots grants fire immunity and extra strength to he who wears them.
-->These hard boots grant fire immunity and extra strength to the one who wears them.

This tower shield is enchanted with Air magic, making it light and quick. Kite shields are usually used by mounted troops.
-->This kite shield is enchanted with Air magic, making it light and quick. Kite shields are usually used by mounted troops.

This gilded round shield shines so brightly that enemies must avert their gaze from its polished surface. Only brave soldiers will ignore the bright aura of the shield and strike its wielder.
-->This gilded octagonal shield shines so brightly that enemies must avert their gaze from its polished surface. Only brave soldiers will ignore the bright aura of the shield and strike its bearer.

This large, round shield is carved with disturbing patterns. The patterns on the shield are locked into the very fabric of reality. Any disturbance to their integrity will risk damaging the veil that locks out the Horrors, allowing the Horrors to mark the striker for special attention. The shield's patterns are also painful to look at and will cause opponents to have problems focusing on the shield and its wielder.
-->This large, round shield is carved with disturbing patterns. The patterns on the shield are locked into the very fabric of reality. Any disturbance to their integrity will risk damaging the Veil that locks out the Horrors, allowing the Horrors to mark the striker for special attention. The shield's patterns are also painful to look at and will cause opponents to have problems focusing on the shield and its bearer.

This is a buckler made of tightly woven living vines that writhe and twist like snakes. Anyone in close combat with the wielder will find that the vines on the shield will lash out and try to hold him still.
-->This is a buckler made of tightly woven living vines that writhe and twist like snakes. Anyone in close combat with the bearer will find that the vines on the shield will lash out and try to hold him still.

This is a round shield of hardened leather with tufts of goat hair surrounding its edge. Upon the leathered surface, the unknown maker painted an extremely vivid image of Medusa. The image is so vivid that anyone who meets the mad gaze of the painted eyes will instantly be petrified. Anyone fighting the Aegis-bearer will thus have trouble watching and predicting the Aegis-bearer's moves as he tries to avoid the leering face of the Medusa.
-->This is a round shield of hardened leather with tufts of goat hair surrounding its edge. Upon the leathered surface, the unknown maker painted an extremely vivid image of the Medusa. The image is so vivid that anyone who meets the mad gaze of the painted eyes will be instantly petrified. Anyone fighting the Aegis-bearer will thus have trouble watching and predicting the Aegis-bearer's moves as he tries to avoid the leering face of the Medusa.

The head painted on this shield will cast curses on anyone striking it's wielder. The Totem Shield is often used by evil witch doctors to discourage people from attacking them.
-->The head painted on this shield will cast curses on anyone striking it's bearer. The Totem Shield is often used by evil witch doctors to discourage people from attacking them.

This black crown is the laurel that was once carried by the dictator who plunged Ermor into the endless despair of undeath. The twisted and blackened leaves of the crown still command the respect of the Lictors of Ermor, who will remember their ancient oaths and shamble forth to mete out the justice of their dictator. Two additional Lictors are summoned with the spell Revive Lictor. This item is only useful for Ermor.
-->This black crown is the laurel that was once carried by the dictator who plunged Ermor into the endless despair of undeath. The twisted and blackened leaves of the crown still command the respect of the Lictors of Ermor, who will remember their ancient oaths and shamble forth to mete out the justice of their dictator. Two additional Lictors are summoned with the spell Revive Lictor. This item is only useful for Ashen Empire Ermor.

This lantern shines with hidden light. The dark light reveals secrets and is a great help when researching magic spells.
-->This lantern shines with hidden light. The dark light reveals secrets and is a great help when researching magic spells. However, the dark light that reveals secrets may also reveal the bearer of the lantern to the Horrors lurking beyond the Veil.

With the Elixir of Life a man can keep living forever. The wielder of the bottle will cease to age naturally and should he die a violent death he will instantly be brought back to life. The Elixir is consumed and will disappear if the owner has to be brought back from the dead.
-->With the Elixir of Life a man can keep living forever. The bearer of the bottle will cease to age naturally and should he die a violent death he will instantly be brought back to life. The Elixir is consumed and will disappear if the owner has to be brought back from the dead.

This trident is enchanted with spells of flight. The trident constantly hovers around the owner and fights with him in battles.
-->This trident is enchanted with spells of flight. The trident constantly hovers around the owner and fights alongside him in battles.

The flesh of the wearer turns rough and barklike, making him less vulnerable to cuts and bruises.
-->The flesh of the wearer turns rough and barklike, making him less vulnerable to cuts and bruises. It does, however, make him slightly more vulnerable to fire.

The Blood mage sacrifices nearly one hundred slaves to get the attention of infernal powers. When contact is made, he signs his name in blood upon a contract with the Infernal Lord. From then on, the Blood mage will get one bound devil each month. The devils are gifts from the Infernal Lord in exchange for the soul of the mage, whose soul is taken when he dies.
-->The Blood mage sacrifices nearly one hundred slaves to get the attention of infernal powers. When contact is made, he signs his name in blood upon a contract with the Infernal Lord. From then on, the Blood mage will get one bound devil each month. The devils are gifts from the Infernal Lord in exchange for the soul of the mage, which is taken when he dies.

This is a small and very fierce head, belonging to that most renonwed and admired of all Hoburg heroes, Holger the Headless Hoburg Hero. When this head is held and boldly presented to the enemy, Holger will come rushing from wherever he is stuffing his headless neck with prechewed food or filtered soup. Once the battle is joined Holger will do his best to finish it quickly, so that he might once more return to his headless gluttony. Should Holger's body be slain, a new one will grow up after a few days and start stuffing himself with food.
-->This is a small and very fierce head, belonging to that most renowned and admired of all Hoburg heroes, Holger the Headless Hoburg Hero. When this head is held and boldly presented to the enemy, Holger will come rushing from wherever he is stuffing his headless neck with prechewed food or filtered soup. Once the battle is joined Holger will do his best to finish it quickly, so that he might once more return to his headless gluttony. Should Holger's body be slain, a new one will grow up after a few days and start stuffing itself with food.

This trap was devised by the feared blood mage Ardmon. Inside it he trapped the heads of those opponents he deemed worthy to be preserved. In battle a few of the trapped one's spirits will emerge and aid the wielder of the Soul Trap. Some heads come from mighty warriors and some come from fire and earth mages. Holding this many souls is demanding and will tax the strength of he who wields the Soul Trap.
-->This trap was devised by the feared blood mage Ardmon. Inside it he trapped the heads of those opponents he deemed worthy of being preserved. In battle a few of the spirits of the trapped one will emerge and aid the wielder of the Soul Trap. Some heads come from mighty warriors and some come from fire and earth mages. Holding this many souls is demanding and will tax the strength of the one who wields the Soul Trap.

The skin of the long dead troll king Uffga the Barrow Squatter. After Vanlade the Vanadrott slew Uffga, he flayed the ancient troll and inscribed the skin with runes and blessings of blood magic that preserved in it the character of its original owner. Vanlade, who was already a wise and ancient Van, had not become old through incaution, so he gave the skin of the querulous old troll to one of his favored einheriars, and it was with only mild surprise that he found Uffga's quarrelsome stubbornness eventually dominating the will of the einheriar. In time the skinsuit almost subsumed the personality of the einheriar, and his body turned into that of a troll, though one of lesser stature and power. Vanlade was forced to slay this diminished Uffga again and wisely decided to pass its skin on to followers who would not have to spend time in his vicinity, lest Uffga once more try to work his vengeance on Vanlade through his remains.
-->The skin of the long dead troll king Uffga the Barrow Squatter. After Vanlade the Vanadrott slew Uffga, he flayed the ancient troll and inscribed the skin with runes and blessings of blood magic that preserved in it the character of its original owner. Vanlade, who was already a wise and ancient Van, had not become old through incaution, so he gave the skin of the querulous old troll to one of his favored einheriar, and it was with only mild surprise that he found Uffga's quarrelsome stubbornness eventually dominating the will of the einhere. In time the skinsuit almost subsumed the personality of the einhere, and his body turned into that of a troll, though one of lesser stature and power. Vanlade was forced to slay this diminished Uffga again and wisely decided to pass its skin on to followers who would not have to spend time in his vicinity, lest Uffga once more try to work his vengeance on Vanlade through his remains.

For centuries the seas have been the domain of the Tritons, but recently a nation of beings resembling fish, frog, and human has emerged in the deepest gorges of the oceans. The race is not entirely unknown as there are a few of them that have made shallow coastal reefs their home, but the Triton Kings never imagined that they were numerous or powerful enough to form a nation. These Atlantians of the deeps never stop growing and will live for several hundred years unless killed. The Atlantian society is organized in a strict hierarchy of size and age. The oldest and most cunning Atlantians have made themselves kings and queens of The Basalt City in the deepest reaches of the ocean. The Atlantians of the deeps use weapons of enchanted basalt made by the Basalt Kings.
-->For centuries the seas have been the domain of the Tritons, but recently a nation of beings resembling fish, frog and human has emerged from the deepest gorges of the oceans. The race is not entirely unknown as there are a few of them that have made shallow coastal reefs their home, but the Triton Kings never imagined that they were numerous or powerful enough to form a nation. These Atlantians of the deeps never stop growing and will live for several hundred years unless killed. The Atlantian society is organized in a strict hierarchy of size and age. The oldest and most cunning Atlantians have made themselves kings and queens of The Basalt City in the deepest reaches of the ocean. The Atlantians of the deeps use weapons of enchanted basalt made by the Basalt Kings.

When the Star fell into the sea the Basalt City and the Dark Crystal were destroyed. The reign of the Basalt Queens was ended and the surviving Atlantians reformed the kingdom. Atlantis is an underwater nation of strange beings resembling fish, frog, and human. Atlantians never stop growing and will live for several hundred years unless killed. The Atlantian society is organized in a strict hierarchy of size and age. The oldest and most cunning Atlantians are trained as priests or mages. Because the Atlantians find it difficult to use magic, they often capture human children and train them in magic in the Coral Towers. The soldiers of Atlantis use spears tipped with living coral shards and wear armor made of coral chunks. The coral is poisonous and is cultivated solely for war purposes.
-->When the Star fell into the sea, the Basalt City and the Dark Crystal were destroyed. The reign of the Basalt Queens was ended and the surviving Atlantians reformed the kingdom. Atlantis is an underwater nation of strange beings resembling fish, frog and human. Atlantians never stop growing and will live for several hundred years unless killed. The Atlantian society is organized in a strict hierarchy of size and age. The oldest and most cunning Atlantians are trained as priests or mages. Because the Atlantians find it difficult to use magic, they often capture human children and train them in magic in the Coral Towers. The soldiers of Atlantis use spears tipped with living coral shards and wear armor made of coral chunks. The coral is poisonous and is cultivated solely for war purposes.

Atlantis is an underwater nation of amphibious beings. They do not use missile troops. They have powerful Water mages and powerful priests.
-->Atlantis is an underwater nation of amphibious beings. They do not use missile troops. They have powerful Water mages, access to Fire, Earth and Astral magic and powerful priests.

C'tis is a swampy river valley surrounded by sandy deserts. In the fertile valley a sacral kingdom of lizardlike humanoids has formed. The kingdom is ancient by human standards and its wisdom and magical knowledge is great. At the top of the society is the Lizard King and his Royal Heirs. The King is the highest priest of C'tis. Under the king are the high priests with their Sacred Serpents and the enigmatic Sauromancers, great mages of death and rebirth. The lizards are herbivores but have enslaved a race of carnivorous lizardmen who serve as soldiers and workers. The C'tissians are somewhat slow in movement but have thick hides that protect them from cuts and bruises. Both lizard races are cold-blooded and become exhausted very quickly when fighting in cold provinces. They have partial resistance to poisons. The inhabitants of C'tis prefer to live in warm provinces.
-->C'tis is a swampy river valley surrounded by sandy deserts. In the fertile valley a sacral kingdom of lizardlike humanoids has formed. The kingdom is ancient by human standards and its wisdom and magical knowledge is great. At the top of the society is the Lizard King and his Royal Heirs. The King is the highest priest of C'tis. Under the king are the high priests with their Sacred Serpents and the enigmatic Sauromancers, great mages of death and rebirth. The lizards are herbivores, but have enslaved a race of carnivorous lizardmen who serve as soldiers and workers. The C'tissians are somewhat slow in movement, but have thick hides that protect them from cuts and bruises. Both lizard races are cold-blooded and become exhausted very quickly when fighting in cold provinces. They have partial resistance to poisons. The inhabitants of C'tis prefer to live in warm provinces.

C'tis is a swampy river valley surrounded by sandy deserts. In the fertile valley a sacral kingdom of lizardlike humanoids has formed. The kingdom is ancient by human standards and its wisdom and magical knowledge is great. At the top of the society is the Lizard King and his Royal Heirs. The King is the highest priest of C'tis. Under the king are the high priests with their Sacred Serpents. The lizards are herbivores but have enslaved a race of carnivorous lizardmen who serve as soldiers and workers. The C'tissians are somewhat slow in movement but have thick hides that protect them from cuts and bruises. Both lizard races are cold-blooded and become exhausted very quickly when fighting in cold provinces. They have partial resistance to poisons. The inhabitants of C'tis prefer to live in warm provinces. With the coming of the new God, the swamps of C'tis have begun to spread. Dense rains and oppressive heat turn the land into unhealthy marshlands thick with the stench of rotting vegetation. Marshmasters have replaced the old Sauromancers and swamp guards has replaced the chariots as elite troops. In this land, the lizards prosper. Within provinces influenced by this Dominion, income is increased by 1 percent per level of Dominion, and the income of enemy provinces is reduced by 5 percent per level of Dominion. Unless cold-blooded, soldiers inside the Dominion will suffer from disease.
-->C'tis is a swampy river valley surrounded by sandy deserts. In the fertile valley a sacral kingdom of lizardlike humanoids has formed. The kingdom is ancient by human standards and its wisdom and magical knowledge is great. At the top of the society is the Lizard King. The King is the highest priest of C'tis. Under the king are the high priests with their Sacred Serpents. The lizards are herbivores, but have enslaved a race of carnivorous lizardmen who serve as soldiers and workers. The C'tissians are somewhat slow in movement, but have thick hides that protect them from cuts and bruises. Both lizard races are cold-blooded and become exhausted very quickly when fighting in cold provinces. They have partial resistance to poisons. The inhabitants of C'tis prefer to live in warm provinces. With the coming of the new God, the swamps of C'tis have begun to spread. Dense rains and oppressive heat turn the land into unhealthy marshlands thick with the stench of rotting vegetation. Marshmasters have replaced the old Sauromancers and swamp guards have replaced the chariots as elite troops. In this land, the lizards prosper. Within provinces influenced by this Dominion, income is increased by 1 percent per level of Dominion and the income of enemy provinces is reduced by 5 percent per level of Dominion. Unless cold-blooded, soldiers inside the Dominion will suffer from disease.

C'tis is a river valley surrounded by sandy deserts. Once the valley was fertile and great swamps surrounded the great river. Now the deserts spread and the swamps are fewer and smaller by each passing year. The valley is the home of an ancient sacral kingdom of lizardlike humanoids. In ancient times, the high priests of C'tis mastered the craft of embalming to preserve the remains of their kings. Since the dawn of the kingdom, tombs have been constructed in the desert to contain the mummified kings and priests. With the awakening of the God, the Sauromancers, great mages of death and rebirth, have reemerged and taken the place of the marshmasters. Through studies of ancient lore they have perfected dark rituals that awaken the kings of old to lead the stirring dead as the Lizard Kings lead the kingdom of the living. At the top of the C'tissian society is the Lizard King. The King is the highest priest of C'tis. Under the king are the high priests and the enigmatic Sauromancers. The lizards are herbivores but have enslaved a race of carnivorous lizardmen who serve as soldiers and workers. The C'tissians are somewhat slow in movement but have thick hides that protect them from cuts and bruises. Both lizard races are cold blooded and become exhausted very quickly when fighting in cold provinces. They have partial resistance to poisons. The inhabitants of C'tis prefer to live in warm provinces. The Tomb Kings and Tomb Priests are able to reanimate the dead.
-->C'tis is a river valley surrounded by sandy deserts. Once the valley was fertile and great swamps surrounded the great river. Now the deserts are spreading and the swamps are fewer and becoming smaller every passing year. The valley is the home of an ancient sacral kingdom of lizardlike humanoids. In ancient times, the high priests of C'tis mastered the craft of embalming to preserve the remains of their kings. Since the dawn of the kingdom, tombs have been constructed in the desert to contain the mummified kings and priests. With the awakening of the God, the Sauromancers, great mages of death and rebirth, have reemerged and taken the place of the Marshmasters. Through studies of ancient lore, they have perfected dark rituals that awaken the kings of old to lead the stirring dead as the Lizard Kings lead the kingdom of the living. At the top of the C'tissian society is the Lizard King. The King is the highest priest of C'tis. Under the king are the high priests and the enigmatic Sauromancers. The lizards are herbivores, but have enslaved a race of carnivorous lizardmen who serve as soldiers and workers. The C'tissians are somewhat slow in movement, but have thick hides that protect them from cuts and bruises. Both lizard races are cold blooded and become exhausted very quickly when fighting in cold provinces. They have partial resistance to poisons. The inhabitants of C'tis prefer to live in warm provinces. The Tomb Kings and Tomb Priests are able to reanimate the dead.

The kingdom of Man is a feudal kingdom. Their kingdom was established by conquering a race of tall and magically powerful beings known as the Tuatha. When the Tuatha were destroyed, their greatest treasure was found: the magical forest of Avalon. Hidden deep within was great magic. The Witches of Man entered the forest, learned the old lore, and helped Man to grow in power and influence. The infantry of Man is limited and lacks heavy troops. Their regular armies most often consist of powerful knights and skillful longbowmen.  The Witches train their own special troops: the Wardens and Knights of Avalon. These troops are very skilled and are also magically enchanted by the Witches.
-->The kingdom of Man is a feudal kingdom. Their kingdom was established by conquering a race of tall and magically powerful beings known as the Tuatha. When the Tuatha were destroyed, their greatest treasure was found: the magical forest of Avalon. Hidden deep within was great magic. The Witches of Man entered the forest, learned the old lore and helped Man to grow in power and influence. The infantry of Man is limited and lacks heavy troops. Their regular armies most often consist of powerful knights and skilled longbowmen. The Witches train their own special troops: the Wardens and Knights of Avalon. These troops are very skilled and are also magically enchanted by the Witches.

The kingdom of Man is a feudal kingdom. Their kingdom was established by conquering a race of tall and magically powerful beings known as the Tuatha. When the Tuatha were destroyed, their magic was taken by the Witches of Man. They helped Man to grow in power and influence, but with the great magic came a great curse and the Witches dwindled in number and magic left the kingdom. To contain the curse the Old Magic was banned and a scholarly order of Magisters replaced the Witches of Avalon and their wild ways. The infantry of Man has evolved since the Age of Avalon and the crossbow is common, but knights and longbowmen still make up much of the armies. The Wardens of Avalon have escaped the curse and are the only remnant of the Old Ways.
-->The kingdom of Man is a feudal kingdom. Their kingdom was established by conquering a race of tall and magically powerful beings known as the Tuatha. When the Tuatha were destroyed, their magic was taken by the Witches of Man. They helped Man to grow in power and influence, but with the great magic came a great Curse and the Witches dwindled in number and magic left the kingdom. To contain the Curse the Old Magic was banned and a scholarly order of Magisters replaced the Witches of Avalon and their wild ways. The infantry of Man has evolved since the Age of Avalon and the crossbow is common, but knights and longbowmen still make up much of the armies. The Wardens of Avalon have escaped the Curse and are the only remnant of the Old Ways.

Man is a feudal kingdom of humans that have almost lost the magic of an earlier age. They use knights, skilled longbowmen and crossbowmen. They have mage scholars who are able to study in magically drained lands. The surviving Wardens of Avalon are sacred stealthy troops.
-->Man is a feudal kingdom of humans who have almost lost the magic of an earlier age. They use knights, skilled longbowmen and crossbowmen. They have mage scholars who are able to study in magically drained lands. The surviving Wardens of Avalon are sacred stealthy troops.

Tir na n'Og is a blessed isle surrounded by whispering mists. It is the home of the Tuatha, a highly magical race descended from the Nemedians that once warred with the Fomorians. The Tuatha have made themselves lords and masters over the Fir Bolg, a lesser race descended from the same Nemedian ancestors. With the aid of the Fir Bolg the Tuatha attacked the Fomorian giants and almost succeeded where the Nemedians failed, but eventually the Fomorians proved too powerful and the Tuatha were driven back to their blessed isle. The Tuatha and their sidhe descendants have turned to crafts, poetry and magical arts, but some have chosen the path of war and have become warriors and generals of great renown. The Fir Bolg, inferior to the Tuatha, but still far superior to ordinary men, compose much of the population and serve as farmers and lowly warriors.
-->Tir na n'Og is a blessed isle surrounded by whispering mists. It is the home of the Tuatha, a highly magical race descended from the Nemedians who once warred with the Fomorians. The Tuatha have made themselves lords and masters over the Fir Bolg, a lesser race descended from the same Nemedian ancestors. With the aid of the Fir Bolg, the Tuatha attacked the Fomorian giants and almost succeeded where the Nemedians failed, but eventually the Fomorians proved too powerful and the Tuatha were driven back to their blessed isle. The Tuatha and their Sidhe descendants have turned to crafts, poetry and magical arts, but some have chosen the path of war and have become warriors and generals of great renown. The Fir Bolg, inferior to the Tuatha, but still far superior to ordinary men, compose much of the population and serve as farmers and lowly warriors.

Tir na n'Og is a blessed isle ruled by a magical race known as Tuatha and their Sidhe descendants. Fir Bolg, lesser descendants of the nemedians compose much of the population. The Sidhe and Tuatha are able to weave illusions to hide their true appearence.
-->Tir na n'Og is a blessed isle ruled by a magical race known as Tuatha and their Sidhe descendants. Fir Bolg, lesser descendants of the Nemedians compose much of the population. The Sidhe and Tuatha are able to weave illusions to hide their true appearance.

When men came to the land of the Tuatha and the Fir Bolg there was a drawn out battle which ended with the defeat and total withdrawal of the Tuatha. The Land of the Ever Young was forever lost to this world and Avalon was taken by the Witches of Man. The Sidhe, descendants of the Tuatha, retreated into strange twilight realms with entrances hidden in ancient mounds. The land of the Fir Bolg was split by the invading forces: Man and their Witches, and the Milesians. The Milesians named their land Eriu. Most of the Eriu population is composed of humans of Milesian ancestry, but a few Fir Bolg still survive in remote villages. With the coming of the new God, the Daoine Sidhe have reemerged from their magical mounds to lead the Milesians. Eriu is now a nation of humans and Fir Bolg led by the awakening Sidhe.
-->When men came to the land of the Tuatha and the Fir Bolg, there was a drawn out war that ended with the defeat and total withdrawal of the Tuatha. The Land of the Ever Young was forever lost to this world and Avalon was taken by the Witches of Man. The Sidhe, descendants of the Tuatha, retreated into strange twilight realms with entrances hidden in ancient mounds. The land of the Fir Bolg was split by the invading forces: Man and their Witches, and the Milesians. The Milesians named their land Eriu. Most of the Eriu population is composed of humans of Milesian ancestry, but a few Fir Bolg still survive in remote villages. With the coming of the new God, the Daoine Sidhe have reemerged from their magical mounds to lead the Milesians. Eriu is now a nation of humans and Fir Bolg led by the awakening Sidhe.

Military: Milesian infantry, Fir Bolg Infantry, Sidhe Infantry
-->Military: Milesian Infantry, Fir Bolg Infantry, Sidhe Infantry

Eriu was founded when humans defeated the Tuatha in ages past. Now the Tuatha and their Sidhe descendants reemerge from their hiding places to lead the humans. The Sidhe and Tuatha are able to weave illusions to hide their true appearence. They are skilled Air and Nature mages.
-->Eriu was founded when humans defeated the Tuatha in ages past. Now the Tuatha and their Sidhe descendants reemerge from their hiding places to lead the humans. The Sidhe and Tuatha are able to weave illusions to hide their true appearance. They are skilled Air and Nature mages.

The bountiful land of Fomoria was claimed by the Fomorian Giants. They were once guardians of the dark and stormy ocean realm of the drowned dead. But with death ever near their loyalties changed and their malice grew. With the ascendancy of a previous Pantokrator they were punished and banished from their dark home. The full effects of the curse became evident when the Fomorians settled in a fertile land. Their offspring were short and cursed withmonstrous appearences. The few surviving Fomorian Giants saw their once proud race degenerate and die. Then came the Patholonians. They defeated the Fomorians with their magic, but they were struck by a dark plague and all but one of them died. The Fomorians rebuilt their kingdom, but then came the Nemedians, descendants of the Partholonians. They conquered much of the Fomorian lands, but then the dark plague struck them and the Fomorians were once again able to rebuild their kingdom. A third wave of invaders, the Fir Bolg arrived. They accepted Fomorian rule and now compose much of the Fomorian population. Fomoria is now a kingdom of malformed giants and Fir Bolg servants.
-->The bountiful land of Fomoria was claimed by the Fomorian Giants. They were once guardians of the dark and stormy ocean realm of the drowned dead. But with death ever near, their loyalties changed and their malice grew. With the ascendancy of a previous Pantokrator, they were punished and banished from their dark home. The full effects of the curse became evident when the Fomorians settled in a fertile land. Their offspring were short and cursed with monstrous appearance. The few surviving Fomorian Giants saw their once proud race degenerate and die. Then came the Partholonians. They defeated the Fomorians with their magic, but were struck by a dark plague and all but one of them died. The Fomorians rebuilt their kingdom, but then came the Nemedians, descendants of the Partholonians. They conquered much of the Fomorian lands, but then the dark plague struck them and the Fomorians were once again able to rebuild their kingdom. A third wave of invaders, the Fir Bolg arrived. They accepted Fomorian rule and now compose much of the Fomorian population. Fomoria is now a kingdom of malformed giants and their Fir Bolg servants.

The barbarians of Ulm live in small settlements ruled by chieftains and warrior smiths searching for the enigma of steel. Steel is a sacred metal and its maker is as well. Smithing has become equivalent of making a sacrifice to the Lord and no other culture has developed such a skill in magical forging.
-->The barbarians of Ulm live in small settlements ruled by chieftains and warrior smiths searching for the Enigma of Steel. Steel is a sacred metal and its maker is as well. Smithing has become the equivalent of making a sacrifice to the Lord and no other culture has developed such a skill in magical forging.

Ulm is a young kingdom risen from the ulmic tribes conquered by the fallen empire of Ermor. From the ashes of Ermor emerged a new kingdom true to its ancient legacy, the enigma of steel. Where Marignon relied on religion to build a kingdom, Ulm relied on steel. The mines of Ulm are famous for their riches, and the smiths of Ulm work the iron into the black steel armor used by the knights and infantry of Ulm. The people of Ulm are heavily built by human standards. Their infantry use full chain or plate armor made of black steel. The feared Black Knights of Ulm are the most heavily armored troops known to man. The leaders of Ulm have never approved of magic, and only the Master Smiths are allowed to use it. The smiths are used to working in conditions that are magically unfavorable, and are therefore not adversely affected by provinces that have a strong Drain dominion. The smiths craft armor and weaponry for lords and kings, but the strength of steel is preferred to magic. Even religion is of secondary importance in Ulm.
-->Ulm is a young kingdom risen from the Ulmic tribes conquered by the fallen empire of Ermor. From the ashes of Ermor emerged a new kingdom true to its ancient legacy, the Enigma of Steel. Where Marignon relied on religion to build a kingdom, Ulm relied on steel. The mines of Ulm are famous for their riches, and the smiths of Ulm work the iron into the black steel armor used by the knights and infantry of Ulm. The people of Ulm are heavily built by human standards. Their infantry use full chain or plate armor made of black steel. The feared Black Knights of Ulm are the most heavily armored troops known to man. The leaders of Ulm have never approved of magic, and only the Master Smiths are allowed to use it. The smiths are used to working in conditions that are magically unfavorable, and are therefore not adversely affected by provinces that have a strong Drain dominion. The smiths craft armor and weaponry for lords and kings, but the strength of steel is preferred to magic. Even religion is of secondary importance in Ulm.

After years of civil war the iron kingdom crumbled. During the Night of the Treason a great Malediction was placed upon the kingdom. The forests became dark and hostile. Wolves and creatures even worse stalked the land. Slowly the kingdom recovered, but it was not what it once was. The knightly order was all but destroyed and the smiths had disappeared. The secrets of Blacksteel were forgotten. An order of Black Priests emerged in Ulm. They formed an Iron Cult and forbade the use of magic. Magic outside religion was announced to be sacrilegious, and the few surviving master smiths were put to the flames. Although magery is forbidden there are some fortune tellers and members of the Order of the Illuminated Ones that secretly ply their trade.
-->After years of civil war the Iron Kingdom crumbled. During the Night of Treason a great Malediction was placed upon the kingdom. The forests became dark and hostile. Wolves and creatures even worse stalked the land. Slowly the kingdom recovered, but it was not what it once was. The knightly order was all but destroyed and the smiths had disappeared. The secrets of Blacksteel were forgotten. An order of Black Priests emerged in Ulm. They formed an Iron Cult and forbade the use of magic. Magic outside religion was announced to be sacrilegious, and the few surviving Master Smiths were put to the flames. Although magery is forbidden, there are some fortune tellers and members of the mysterious and sinister Order of the Illuminated Ones who secretly ply their trade.

Magic: Earth, astral, blood.
-->Magic: Earth, Astral, Blood.

Ulm is a human kingdom destroyed by civil war and a great curse. Hunger for mortal flesh plagues the nobles of the land. An Iron Inquisition controls the kingdom and all magic is banned. Secretive Illuminated occultists still hide and manipulate leaders far and close.
-->Ulm is a human kingdom destroyed by civil war and a great curse, the Malediction. Hunger for mortal flesh plagues the nobles of the land. An Iron Inquisition controls the kingdom and all magic is banned. Secretive Illuminated occultists hide and manipulate leaders near and far from the shadows.

Niefelheim, the Land of Eternal Frost, was once the home of the frost giants. The Rimtursar, ancient giants who possessed godlike powers, were the undisputed rulers of the world. The giants of Jotunheim are the descendants of the Rimtursar. From the cold glaciers in Niefelheim, frost giants have emerged anew. These Niefel Giants are not nearly as powerful as their ancestors, but they are stronger by far than the giants of later ages. Giants are immensely strong and resilient, but their size makes them easy targets. They are born in the cold and do not suffer from cold climates. Niefelheim is ruled by several Jarls who rarely join forces. Gygjas, old and wicked hags, serve the niefel giants with sorcerous advice. The people of Niefelheim  prefer to live in very cold provinces. The icy winds of Niefelheim cause the cold climate to expand beyond the Dominion of the Pretender God.
-->Niefelheim, the Land of Eternal Frost, was once the home of the frost giants. The Rimtursar, ancient giants who possessed godlike powers, were the undisputed rulers of the world. The giants of Jotunheim are the descendants of the Rimtursar. From the cold glaciers in Niefelheim, frost giants have emerged anew. These Niefel Giants are not nearly as powerful as their ancestors, but they are stronger by far than the giants of later ages. Giants are immensely strong and resilient, but their size makes them easy targets. They are born in the cold and do not suffer from cold climates. Niefelheim is ruled by several Jarls who rarely join forces. Gygjas, old and wicked hags, serve the Niefel giants with sorcerous advice. The people of Niefelheim  prefer to live in very cold provinces. The icy winds of Niefelheim cause the cold climate to expand beyond the Dominion of the Pretender God.

Jotunheim is a land of bitter winters and cool summers. It is the home of giants and goblins. The giants of Jotun are immensely strong and resilient. They are born in the cold and do not suffer from cold climates. Jotunheim is ruled by several Jarls who rarely join forces. In the heart of Jotunheim lies an ancient forest of Iron and Ice. Here live the Gygjas, old wicked hags with great sorcerous skills. They are served by the Vaettir, who are small, wicked goblins of the Jotun woodlands. They venture outside the woodlands, but do join the armies of Jotunheim when the Gygjas want them to. The people of Jotunheim prefer to live in very cold provinces.
-->Jotunheim is a land of bitter winters and cool summers. It is the home of giants and goblins. The giants of Jotun are immensely strong and resilient. They are born in the cold and do not suffer from cold climates. Jotunheim is ruled by several Jarls who rarely join forces. In the heart of Jotunheim lies an ancient forest of Iron and Ice. Here live the Gygjas, old wicked hags with great sorcerous skills. They are served by the Vaettir, who are small, wicked goblins of the Jotun woodlands. They rarely venture outside the woodlands, but do join the armies of Jotunheim when the Gygjas want them to. The people of Jotunheim prefer to live in very cold provinces.

Utgrd is a land of bitter winters and cool summers. It was once Jotunheim, the home of giants. But with the coming of man their population has dwindled. After man ventured to the icy lands of Jotun, the giants of Jotun discovered the humans to be resourceful allies. With the awakening God, all grudges have been cast aside, and men and giants fight side by side. The alliance with the humans has estranged the Gygjas and their Vaetti servants, who no longer aid the giants. Instead, human seeresses have become influential. In the heart of Utgrd lies the magical Well of Urd where the Norns gather and divine the future of the world. The giants of Utgrd are immensely strong and resilient. They are born in the cold and do not suffer from cold climates. The people of Utgrd prefer to live in cool provinces.
-->Utgrd is a land of bitter winters and cool summers. It was once Jotunheim, the home of giants. But with the coming of man, their population has dwindled. After man ventured to the icy lands of Jotun, the giants of Jotun discovered the humans to be resourceful allies. With the coming of the awakening God, all grudges have been cast aside and men and giants fight side by side. The alliance with the humans has estranged the Gygjas and their Vaetti servants, who no longer aid the giants. Instead, human seeresses have become influential. In the heart of Utgrd lies the magical Well of Urd where the Norns gather and divine the future of the world. The giants of Utgrd are immensely strong and resilient. They are born in the cold and do not suffer from cold climates. The people of Utgrd prefer to live in cool provinces.

Niefelheim is a frozen realm and the home of the Niefel Giants, descendants of the Rimtursar. Giants are immune to the cold and dislike hot lands. Their mages are versatile and powerful sorcerors.
-->Niefelheim is a frozen realm and the home of the Niefel Giants, descendants of the Rimtursar. Giants are immune to the cold and dislike hot lands. Their mages are versatile and powerful sorcerers.

Jotunheim is the home of the giants of the north. Jotuns are immune to the cold and dislike hot lands. Their Vaetti allies use Wolf Riders, but no heavy cavalry or bows are used. Their mages are versatile and powerful sorcerors.
-->Jotunheim is the home of the giants of the north. Jotuns are immune to the cold and dislike hot lands. Their Vaetti allies use Wolf Riders, but no heavy cavalry or bows are used. Their mages are versatile and powerful sorcerers.

Utgrd is the home of the giants of the north. Jotuns are immune to the cold and dislike hot lands. With dwindling numbers the giants have allied with humans. They don't use heavy cavalry or bows. The human Norns are versatile and powerful sorceresses and seeresses.
-->Utgrd is the home of the giants of the north. Jotuns are immune to the cold and dislike hot lands. With dwindling numbers, the giants have allied with humans. They don't use heavy cavalry or bows. The human Norns are versatile and powerful sorceresses and seeresses.

Helheim is a land of shadows, windswept moors and silent mountains. Here lies Gnipahlan, the stone cave, where the dead pass through on their way to Hel. The hanged kings, ancient Vanir that have hanged themselves to learn the secrets of death, rule the land from their thrones of Helhalla. Helheim is inhabited by Vanir, a race of tall and innately magical beings able to trick mortals with their glamour. The Vanir of Helheim have sequestered themselves from the Vanir of Vanheim and have not been part of the great war with the giants. For ages they have been guiding the dead on their way to Hel in service of a dead god. Now a new god is arising and the old ways are changing. The Valkyries, guides of the dead, have become messengers of death and sacred warriors of the new god. Valkyries, the female Vanir of Helheim, are able to fly, a gift from the dead god they once served. Lesser beings are not held in high regard and their blood is sacrificed to sate the awakening god. The Vanir of Helheim are not as skilled shipwrights and sailors as those of Vanheim.
-->Helheim is a land of shadows, windswept moors and silent mountains. Here lies Gnipahlan, the stone cave, where the dead pass through on their way to Hel. The Hanged Kings, ancient Vanir that have hanged themselves to learn the secrets of Death, rule the land from their thrones in Helhalla. Helheim is inhabited by Vanir, a race of tall and innately magical beings able to trick mortals with their glamour. The Vanir of Helheim have sequestered themselves from the Vanir of Vanheim and have not been part of the great war with the giants. For ages they have been guiding the dead on their way to Hel in service of a dead god. Now a new God is arising and the old ways are changing. The Valkyries, guides of the dead, have become messengers of death and sacred warriors of the new God. Valkyries, the female Vanir of Helheim, are able to fly, a gift from the dead god they once served. Lesser beings are not held in high regard and their blood is sacrificed to sate the awakening God. The Vanir of Helheim are not as skilled shipwrights and sailors as those of Vanheim.

Military: Heavy infantry, Skinshifters, Valkyries, Vanir
-->Military: Heavy Infantry, Skinshifters, Valkyries, Vanir

Helheim is a nation of Vanir ruled by hanged kings guarding the entrance to Hel. Vanir can hide themselves with illusions. They utilize many unique troops including flying Valkyries. The Hangadrotts are powerful death mages and the Svartalf smiths are skilled in earth and death magics.
-->Helheim is a nation of Vanir ruled by Hanged Kings guarding the entrance to Hel. Vanir can hide themselves with illusions. They utilize many unique troops, including flying Valkyries. The Hangadrotts are powerful Death mages and the Svartalf smiths are skilled in Earth and Death magics.

Vanheim is a land of misty moors and bitter forests inhabited by a tall and innately magical race known as the Vanir. The Vanir are mortal enemies of the giants of Jotunheim and since the beginning of time they have waged a great war upon each other. They are masters of illusions and are able to trick mortals with their glamours. In halls under the mountains of Vanheim live Dwarves, smiths able to craft fabulous items. Vanheim is a land of magic and even the horses are enchanted and are exceptionally fast.
-->Vanheim is a land of misty moors and bitter forests inhabited by a tall and innately magical race known as the Vanir. The Vanir are mortal enemies of the giants of Jotunheim and since the beginning of time they have waged a great war upon each other. The Vanir are masters of illusion and are able to trick mortals with their glamour. In halls under the mountains of Vanheim live Dwarves, smiths able to craft fabulous items. Vanheim is a land of magic and even the horses are enchanted and exceptionally fast.

Vanir are skilled shipwrights and navigators and can sail the oceans. Lesser beings are not held in high regard and their blood is sacrificed to sate the awakening god.
-->Vanir are skilled shipwrights and navigators and can sail the oceans. Lesser beings are not held in high regard and their blood is sacrificed to sate the awakening God.

Vanheim is a land of misty moors and bitter forests. Humans compose most of the population, but the rulers of the land belong to a tall and innately magical race known as the Vanir. The Vanir once fought the giants of Jotunheim, but with the coming of man, they turned their attention elsewhere. Now only a precious few of the Vanir remain, and humans are no longer slaves.
-->Vanheim is a land of misty moors and bitter forests. Humans compose most of the population, but the rulers of the land belong to a tall and innately magical race known as the Vanir. The Vanir once fought the giants of Jotunheim, but with the coming of man, they have turned their attention elsewhere. Now only a precious few of the Vanir remain and humans are no longer slaves.

Humans compose the basic infantry units of Vanheim. The Vanir have blessed some loyal humans with superior fighting skills and the ability to enter a state of wild rage or wolven shape. The Vanir are masters of illusion who fight while mounted on exceptionally fast horses. Female Vanir are called Valkyries and have the ability to fly. This ability was a gift from a dead god who used them as messengers of death. During those days, blood was sacrificed. The old ways have not been used in ages, but still the oldest of the Vanir remember how to sate nature with blood. The Vanir are very skilled sailors and can sail the oceans.
-->Humans compose the basic infantry units of Vanheim. The Vanir have blessed some loyal humans with superior fighting skills and the ability to enter a state of wild rage or wolven shape. The Vanir are masters of illusion who fight while mounted on exceptionally fast horses. Female Vanir are called Valkyries and have the ability to fly. This ability was a gift from a dead god who used them as messengers of death. During those days, blood was sacrificed. The old ways have not been used in ages, but still the oldest of the Vanir remember how to sate nature with blood. The Vanir are very skilled sailors and can sail the oceans.

Once Midgrd was called Vanheim, home of the vanir. But since the coming of man, the Vanir have dwindled in numbers. At first, the Vanir were the undisputed rulers of the land, but the growing human population has taken over the lands and renamed it Midgrd. Only a few Vanir survived, but their magic has not yet departed the land. The Vanir are sacred to the human population and the few surviving Vanjarls carry great influence. The humans of Midgrd themselves have become altered by the ancient magic of the Vanir, and Skinshifters are more common than they once were.
-->Once Midgrd was called Vanheim, home of the Vanir. But since the coming of man, the Vanir have dwindled in numbers. At first, the Vanir were the undisputed rulers of the land, but the growing human population has taken over the lands and renamed it Midgrd. Only a few Vanir survive, but their magic has not yet departed the land. The Vanir are sacred to the human population and the few surviving Vanjarls carry great influence. The humans of Midgrd themselves have become altered by the ancient magic of the Vanir, and Skinshifters are more common than they once were.

Military: Heavy infantry, Skinshifters, Berserkers, Vanir
-->Military: Heavy Infantry, Skinshifters, Berserkers, Vanir

Midgrd is a human nation whose religious leaders are the few remaining Vanir. Vanir can sail across oceans and can hide themselves with illusions. They mostly use infantry, but utilize many unique troops including human Berserkers and Skinshifters. Their human mages are accomplished at Air and Astral magic.
-->Midgrd is a human nation whose religious leaders are the few remaining Vanir. Vanir can sail across oceans and hide themselves with illusions. They mostly use infantry, but utilize many unique troops including human Berserkers and Skinshifters. Their human mages are accomplished at Air and Astral magic.

Marignon is a feudal theocracy. The Inquisitors control all aspects of the country, including warfare. The feudal lords pay tithes and tax the peasants, but all political decisions are made solely by the church. Marignon rose out of the ashes of Ermor and has succeeded in holding the shadow of the fallen empire at bay through religious zeal and austerity. The widespread fanaticism in Marignon has done wonders for its survival thus far. The heavy infantry of Marignon are armed with large weapons such as great swords and halberds. All units carry the bright red-and-orange livery of Marignon. The Inquisitors of Marignon are trained in the House of Just Fires together with Witch Hunters. The Witch Hunters are mage-priests of Astral magic.
-->Marignon is a feudal theocracy. The Inquisitors control all aspects of the country, including warfare. The feudal lords pay tithes and tax the peasants, but all political decisions are made solely by the Church. Marignon rose out of the ashes of Ermor and has succeeded in holding the shadow of the fallen empire at bay through religious zeal and austerity. The widespread fanaticism in Marignon has done wonders for its survival thus far. The heavy infantry of Marignon are armed with large weapons such as great swords and halberds. All units carry the bright red-and-orange livery of Marignon. The Inquisitors of Marignon are trained in the House of Just Fires together with Witch Hunters. The Witch Hunters are mage-priests skilled in Fire and Astral magic.

With the recapture of the Chalice, the threat of heretics has diminished and with the aid of the Goetic Master's inexpensive human sacrifices the infernal forces can be kept dormant and the Holy Chalice Knights are no longer needed. Marignon is slowly turning its interests outwards. Recent developments in shipbuliding and navigation have allowed priests and nobles of Marignon to expand the influence of God to distant shores. To bring the true faith to the heathens has become more important than hunting heretics at home. Witch Hunters have been replaced by Navigators and Chartmakers.
-->With the recapture of the Chalice, the threat of heretics has diminished and with the aid of the Goetic Masters' inexpensive human sacrifices, the infernal forces can be kept dormant and the Holy Chalice Knights are no longer needed. Marignon is slowly turning its interests outwards. Recent developments in shipbuliding and navigation have allowed priests and nobles of Marignon to expand the influence of God to distant shores. To bring the True Faith to the heathens has become more important than hunting heretics at home. Witch Hunters have been replaced by Navigators and Chartmakers.

Marignon is a human kingdom based on religious zeal. Missionaries sail out to spread the word of the true god. Marignon has powerful priests as well as Fire and Blood mages.
-->Marignon is a human kingdom based on religious zeal. Missionaries sail out to spread the word of the True God. Marignon has powerful priests as well as Fire and Blood mages.

The Marverni is a nation of tribal chiefdoms guided by druids and religious magistrates. The tribes have a long history of war and infighting, but recent developments have joined the tribes in a single goal. The most prominent tribes are the Marverni, the Ambibates, the Eponi, and the Carnutes. The Marverni tribe are reputedly the inventors of chain mail and most nobles of the tribes use it. Lowborn warriors fight bare-chested. The Ambibates are known for their martial skills. The Eponi nobles fight on horseback and are the only cavalry available to the nation. The Carnute tribe guards the sacred forest of Carnutes where the druids gather every year. The Carnute warriors are able to go berserk when wounded.
-->The Marverni is a nation of tribal chiefdoms guided by druids and religious magistrates. The tribes have a long history of war and infighting, but recent developments have joined the tribes in a single goal. The most prominent tribes are the Marverni, the Ambibates, the Eponi, and the Carnutes. The Sequani, though a small tribe, are influential due to their large numbers among the druids. The Marverni tribe are reputedly the inventors of chain mail and most nobles of the tribes use it. Lowborn warriors fight bare-chested. The Ambibates are known for their martial skills. The Eponi nobles fight on horseback and are the only cavalry available to the nation. The Carnute tribe guards the sacred forest of Carnutes where the druids gather every year. The Carnute warriors are able to go berserk when wounded. Boars are a sacred symbol to the Marverni nation.

Ermor is an empire that is centered around a great city. For centuries it has grown and become more and more influential. Traders and travelers from near and far come to the city. By military campaigns, diplomacy, and trade, Ermor has become a power to be reckoned with. By adopting local traditions and beliefs, the Ermorians posed little threat to neighbours and conquered peoples, but this has begun to change. A new god is arising. Old syncretistic faiths and spirit worship were banned by a prophet dressed in white shrouds. The remnants of his body and shrouds are buried in the city of Eldregate where the adherents of the new faith are awaiting the arrival of the reawakening god forseen by the prophet. The all-encompassing old state cult of the numinas still survives, but the Pontifices and Flamen are slowly adopting the new faith.
-->Ermor is an empire that is centered around a great city. For centuries it has grown and become more and more influential. Traders and travelers from near and far come to the city. By military campaigns, diplomacy, and trade, Ermor has become a power to be reckoned with. By adopting local traditions and beliefs, the Ermorians posed little threat to neighbours and conquered peoples, but this has begun to change. A new God is arising. Old syncretistic faiths and spirit worship were banned by a Prophet dressed in white shrouds. The remnants of his body and shrouds are buried in the city of Eldregate where the adherents of the New Faith are awaiting the arrival of the reawakening God foreseen by the Prophet. The all-encompassing old state cult of the Numinas still survives, but the Pontifices and Flamen are slowly adopting the New Faith.

Ermor was once a great empire that had conquered most of the known world. The realm crumbled as the great mages of the empire studied dark magic under the Sauromancers of C'tis. Unaware of the dangers of dark sorcery, priests performed unholy rites in the capital city of Eldregate. In one cataclysmic event, Death was let loose. Only with extreme sacrifices did the empire prevail. The old Ermorian faith was abandoned, and the Death Cult was introduced to hold Death at bay. If the proper ceremonies are not performed, Death will once again walk the lands. The Ermorian Thaumaturgs are leaders of the Death Cult and are able to call on the dead to make them fight side-by-side with the Ermorian legions. The human portion of the empire's army consists of Legionnaires.
-->Ermor was once a great empire that had conquered most of the known world. The realm crumbled as the great mages of the empire studied dark magic under the Sauromancers of C'tis. Unaware of the dangers of dark sorcery, priests performed unholy rites in the capital city of Eldregate. In one cataclysmic event, Death was let loose. Only with extreme sacrifice did the empire prevail. The old Ermorian faith was abandoned, and the Death Cult was introduced to hold Death at bay. If the proper ceremonies are not performed, Death will once again walk the lands. The Ermorian Thaumaturgs are leaders of the Death Cult and are able to call on the dead to make them fight side-by-side with the Ermorian legions. The human portion of the empire's army consists of legionnaires.

Ermor was once a great empire that had conquered most of the known world. The realm crumbled as the great mages of the empire studied dark magic under the Sauromancers of C'tis. Unaware of the dangers of dark sorcery, priests performed unholy rites in the capital city of Eldregate. In one cataclysmic event, Death was let loose. For a long time death was held at bay by the Ermorian Death Cult, but it was only a temporary solution. The Cult attracted attention from an earlier god, a dark and hungry god. The vast power of this awakening god erased the boundaries between the land of the living and the land of the dead. Ermor is now a cursed land of ashes and darkness where nothing grows. The bones of long-dead inhabitants reassemble to form legions of undead under the leadership of the cursed priests of the old Ermorian cult. Undead legions are now marching forth to reconquer a world once theirs. The Ermorian Dominion reanimates the dead without the aid of unholy priests. It also destroys the land, turning crops and forests into ashes. Population and supplies are reduced.
-->Ermor was once a great empire that had conquered most of the known world. The realm crumbled as the great mages of the empire studied dark magic under the Sauromancers of C'tis. Unaware of the dangers of dark sorcery, priests performed unholy rites in the capital city of Eldregate. In one cataclysmic event, Death was let loose. For a long time death was held at bay by the Ermorian Death Cult, but it was only a temporary solution. The Cult attracted attention from an earlier God, a dark and hungry God. The vast power of this awakening God erased the boundaries between the land of the living and the land of the dead. Ermor is now a cursed land of ashes and darkness where nothing grows. The bones of long-dead inhabitants reassemble to form legions of undead under the leadership of the cursed priests of the old Ermorian cult. Undead legions are now marching forth to reconquer a world once theirs. The Ermorian Dominion reanimates the dead without the aid of unholy priests. It also destroys the land, turning crops and forests into ashes. Population and supplies are reduced.

Military: Human Legionnaires and lizard auxiliaries.
-->Military: Human Legionnaires and Lizard Auxiliaries.

Magic: All paths but blood. Primarily Fire and death.
-->Magic: All paths but Blood. Primarily Fire and Death.

Military: Undead Legionnaires, wailing ladies, unholy knights and hordes of newly dead.
-->Military: Undead Legionnaires, Wailing Ladies, Unholy Knights and hordes of newly dead.

Ermor is a human empire that is centered around a great city. The empire has just recently converted to the new faith and its magic skill is very versatile as mage priests from the old faith still lingers.
-->Ermor is a human empire that is centered around a great city. The empire has just recently converted to the New Faith and its magical skills are very versatile as mage-priests from the Old Faith still linger.

Ermor was a human empire that was corrupted and fell into darkness. Now Ermor is a land where the dead and the living walk side-by-side. Ermor uses Legionnaires and undead. Their Thaumaturgs are skilled mages of Death and Astral magic. They are also unholy priests able to reanimate the dead.
-->Ermor was a human empire that was corrupted and fell into darkness. Now Ermor is a land where the dead and the living walk side-by-side. Ermor uses Legionnaires and undead. Their Thaumaturgs are skilled mages of Death and Astral magic. They are also unholy priests able to reanimate the dead.

Ermor was a human empire that was corrupted and fell into darkness. Now Ermor is a land of the dead. Skeletal legions march from the ashen lands to conquer the lands of the living.
-->Ermor was a human empire that was corrupted and fell into darkness. Now Ermor is a land of the dead. Skeletal legions march from the Ashen Lands to conquer the lands of the living.

Caelum is a magocracy of winged humanoids inhabiting the highest mountain peaks. Under the wise rule of the Eagle Kings, semi-divine beings of an earlier age, three tribes have formed a kingdom. The tribes are the Tempest Lords of Spire Horn Mountain, the Raptors of Ravens Vale and the Caelians of High Caelum. The Spire Horn Caelians are partially resistant to cold and lightning. The Raptorians are stronger and attuned to the earth, but lack the resistance characteristic of the other clans. The High Caelians live in the coldest mountain peaks and are unaffected by low temperatures. They are thinner and lighter then the other clans. The high Caelians are led by mages are known as Seraphs, masters of Air magic. The Seraphs craft the magical ice that Caelians use instead of regular metal. The ice tempers with lower temperatures, and the heavy ice armors are more durable in cold climates than in warmer ones. All weapons crafted from the ice are magical and able to harm magical beings. The Caelians are skilled archers and prefer hit-and-run tactics, even though they do have some heavy troops such as huge Mammoths.
-->Caelum is a magocracy of winged humanoids inhabiting the highest mountain peaks. Under the wise rule of the Eagle Kings, semi-divine beings of an earlier age, three tribes have formed a kingdom. The tribes are the Tempest Lords of Spire Horn Mountain, the Raptors of Ravens' Vale and the Caelians of High Caelum. The Spire Horn Caelians are partially resistant to cold and lightning. The Raptorians are stronger and attuned to the earth, but lack the resistances characteristic to the other clans. The High Caelians live in the coldest mountain peaks and are unaffected by low temperatures. They are thinner and lighter then the other clans. The high Caelians are led by mages known as Seraphs, masters of Air magic. The Seraphs craft the magical ice that Caelians use instead of regular metal. The ice tempers with lower temperatures, and the heavy ice armors are more durable in cold climates than in warmer ones. All weapons crafted from the ice are magical and able to harm magical beings. The Caelians are skilled archers and prefer hit-and-run tactics, even though they do have some heavy troops such as huge Mammoths.

Caelum is a magocracy of winged humanoids inhabiting the highest mountain peaks. In ancient times, there were three Caelian clans, but when the Harab Seraphim of the Raptor Clan began to study the dark ways, the High Caelians condemned them, and civil war broke out. The Raptor Clan was banished and scattered across the world. The Eagle Kings were replaced by the High Seraphs of the Palace of Frozen Crystal. The Seraphs are masters of Air magic and craft the magical ice that Caelians use instead of regular metal. The ice tempers with lower temperatures, and the heavy ice armors are more durable in cold climates than in warmer ones. All weapons crafted from the ice are magical and able to harm magical beings. The High Caelians live in the coldest mountain peaks and are unaffected by low temperatures. They are thin and light. Spire Horn Caelians are less resistant to cold but have partial resistance to lightning. The Caelians are skilled archers and prefer hit-and-run tactics, even though they do have some heavy troops such as huge Mammoths.
-->Caelum is a magocracy of winged humanoids inhabiting the highest mountain peaks. In ancient times, there were three Caelian clans, but when the Harab Seraphs of the Raptor Clan began to study the dark ways, the High Caelians condemned them and civil war broke out. The Raptor Clan was banished and scattered across the world. The Eagle Kings were replaced by the High Seraphs of the Palace of Frozen Crystal. The Seraphs are masters of Air magic and craft the magical ice that Caelians use instead of regular metal. The ice tempers with lower temperatures, and the heavy ice armors are more durable in cold climates than in warmer ones. All weapons crafted from the ice are magical and able to harm magical beings. The High Caelians live in the coldest mountain peaks and are unaffected by low temperatures. They are thin and light. Spire Horn Caelians are less resistant to cold but have partial resistance to lightning. The Caelians are skilled archers and prefer hit-and-run tactics, even though they do have some heavy troops such as huge Mammoths.

Caelum is a magocracy of winged humanoids inhabiting the highest mountain peaks. In ancient times, there were three Caelian clans, but when the Harab Seraphim of the Raptor Clan began to study the dark ways, the High Caelians condemned them, and civil war broke out. The Raptor Clan was banished and scattered across the world. The Eagle Kings were replaced by the High Seraphs of the Palace of Frozen Crystal. But now a new God is rising and the scattered tribes have gathered. The Raptors returned to Caelum and overthrew the magocracy. Harab Seraphs, the mage priests of this new and dark faith, have replaced the High Seraphs, and black-winged Raptors have become the ruling elite. Now the Raptors have cast their eyes upon other nations. The Harab Seraphs are skilled in Air, Death and Earth magic. Some Seraphs are still alive and craft the magical ice that Caelians use instead of regular metal. The ice tempers with lower temperatures, and the heavy ice armors are more durable in cold climates than in warmer ones. All weapons crafted from the ice are magical and able to harm magical beings. The High Caelians live in the coldest mountain peaks and are unaffected by low temperatures. They are thin and light. Spire Horn Caelians are less resistant to cold but have partial resistance to lightning. The Raptor Clan live on the lower mountain slopes and are of heavier stock. They are not as resistant to the elements as the other Caelians. The Caelians are skilled archers and prefer hit-and-run tactics, even though they do have some heavy troops such as huge Mammoths.
-->Caelum is a magocracy of winged humanoids inhabiting the highest mountain peaks. In ancient times, there were three Caelian clans, but when the Harab Seraphs of the Raptor Clan began to study the dark ways, the High Caelians condemned them and civil war broke out. The Raptor Clan was banished and scattered across the world. The Eagle Kings were replaced by the High Seraphs of the Palace of Frozen Crystal. But now a new God is rising and the scattered tribes have gathered. The Raptors returned to Caelum and overthrew the magocracy. Harab Seraphs, the mage-priests of this new and dark faith, have replaced the High Seraphs, and black-winged Raptors have become the ruling elite. Now the Raptors have cast their eyes upon other nations. The Harab Seraphs are skilled in Air, Death and Earth magic. Some Seraphs are still alive and craft the magical ice that Caelians use instead of regular metal. The ice tempers with lower temperatures, and the heavy ice armors are more durable in cold climates than in warmer ones. All weapons crafted from the ice are magical and able to harm magical beings. The High Caelians live in the coldest mountain peaks and are unaffected by low temperatures. They are thin and light. Spire Horn Caelians are less resistant to cold but have partial resistance to lightning. The Raptor Clan live on the lower mountain slopes and are of heavier stock. They are not as resistant to the elements as the other Caelians. The Caelians are skilled archers and prefer hit-and-run tactics, even though they do have some heavy troops such as huge Mammoths.

The Arcoscephalian kingdom is yet to be founded. Bronze is more common than iron and hoplites have yet to see the dawn of day. Instead, myrmidons and chariots compose the core of the armies. In this time slaves are commonly used and most free men have plenty of time to spend on fine arts and good living. Philosophers gather in the cities to discuss esoteric truths and engineers manufacture clever contraptions for civil or military use. At the heart of Arcoscephale lies Mount Cephalos, abode of the awakening god. At the foot of the mountain is a great temple where sacred Pegas Riders are trained. Icarids, men with mechanical wings, are also used in warfare. The philosophers are better at magical research in a slothful dominion.
-->The kingdom of Arcoscephale is yet to be founded. Bronze is more common than iron and hoplites have yet to see the dawn of day. Instead, myrmidons and chariots compose the core of the armies. In this time, slaves are commonly used and most free men have plenty of time to spend on fine arts and good living. Philosophers gather in the cities to discuss esoteric truths and engineers manufacture clever contraptions for civil or military use. At the heart of Arcoscephale lies Mount Cephalos, abode of the awakening God. At the foot of the mountain is a great temple where sacred Pegas Riders are trained. Icarids, men with mechanical wings, are also used in warfare. The philosophers are better at magical research in a slothful dominion.

Arcoscephale is an old kingdom. Although its glory days are long past, the ancient Astrologers who aided past kings in building Arcoscephale into a mighty empire have recently emerged from their centuries-old seclusion, to restore the old kingdom to world domination once more. Priestesses with great knowledge of healing are trained in ancient temples built during the peak of the old kingdom. The priestesses are able to scry upon enemy troops and provinces that are located within the god's dominion. The war machine of ancient Arcoscephale has not changed over the past centuries. Cumbersome plate hauberks and long spears are still used, and the cavalry is primitive. Elephants and chariots, unpredictable but devastating, are still popular.
-->Arcoscephale is an old kingdom. Although its glory days are long past, the ancient Astrologers who aided past kings in building Arcoscephale into a mighty empire have recently emerged from their centuries-old seclusion, to restore the Old Kingdom to world domination once more. Priestesses with great knowledge of healing are trained in ancient temples built during the peak of the Old Kingdom. The priestesses are able to scry upon enemy troops and provinces that are located within the God's dominion. The war machine of ancient Arcoscephale has not changed over the past centuries. Cumbersome plate hauberks and long spears are still used, and the cavalry is primitive. Elephants and chariots, unpredictable but devastating, are still popular.

Arcoscephale is an old kingdom that once ruled much of the known world. With the fall of the old kingdom centuries ago, tradition was the only thing that remained to the population. Mystics and priestess of the old cult still serve the kings of Arcoscephale. The infantry and cavalry are still hopelessly archaic, but the awakening of the new god has brought some changes. Some traditions have been abandoned and the cavalry has been improved. Skilled and lightly-armed phalangites are starting to replace the heavier hoplites and the cardaces. Although the wise Astrologers who aided past kings were killed or disbanded, a new breed of seereeses called the Sibyls has appeared. The Sibyls offer great help in maneuvering the once-mighty kingdom to a powerful platform for the awakening god. Priestesses with great knowledge of healing are trained in ancient temples built during the peak of the old kingdom. The priestesses are able to scry upon enemy troops and provinces that are located within the god's dominion.
-->Arcoscephale is an old kingdom that once ruled much of the known world. With the fall of the Old Kingdom centuries ago, tradition was the only thing that remained to the population. Mystics and priestesses of the old cult still serve the kings of Arcoscephale. The infantry and cavalry are still hopelessly archaic, but the awakening of the new God has brought some changes. Some traditions have been abandoned and the cavalry has been improved. Skilled and lightly-armed phalangites are starting to replace the heavier hoplites and the cardaces. Although the wise Astrologers who aided past kings were killed or disbanded, a new breed of seeresses called the Sibyls has appeared. The Sibyls offer great help in maneuvering the once-mighty kingdom to a powerful platform for the awakening God. Priestesses with great knowledge of healing are trained in ancient temples built during the peak of the Old Kingdom. The priestesses are able to scry upon enemy troops and provinces that are located within the God's dominion.

Military: Heavy infantry, chariots, flying infantry, Pegas Riders, engineers
-->Military: Heavy infantry, chariots, flying infantry, Pegasus Riders, engineers

Magic: Astral, elements, Nature
-->Magic: Astral, Elements, Nature

An ancient human kingdom led by Philosophers, Arcoscephale mainly uses heavy infantry, chariots, and flying Icarids. The Philosophers are skilled researchers. Oreiads, roaming mountain spirits, and Mystics skilled in Astral and elemental magic give Arcoscephale great magical versatility. The priestesses of Arcoscephale can heal wounded soldiers.
-->An ancient human kingdom led by Philosophers, Arcoscephale mainly uses heavy infantry, chariots, and flying Icarids. The Philosophers are skilled researchers. Oreiads, roaming mountain spirits, and Mystics skilled in Astral and Elemental magic give Arcoscephale great magical versatility. The priestesses of Arcoscephale can heal wounded soldiers.

An ancient human kingdom led by Astrologers, Arcoscephale mainly uses heavy infantry, chariots, and war elephants. The Astrologers are powerful Astral mages. Mystics skilled in Astral and elemental magic give Arcoscephale great magical versatility. The priestesses of Arcoscephale can heal wounded soldiers.
-->An ancient human kingdom led by Astrologers, Arcoscephale mainly uses heavy infantry, chariots, and war elephants. The Astrologers are powerful Astral mages. Mystics skilled in Astral and Elemental magic give Arcoscephale great magical versatility. The priestesses of Arcoscephale can heal wounded soldiers.

An ancient human kingdom led by Astrologers, Arcoscephale mainly uses heavy infantry backed up by strong ape warriors from a distant land, and heavily-armed war elephants. Both Sibyls and Mystics are powerful Astral mages. The priestesses of Arcoscephale have some skill in Nature magic and can heal wounded soldiers.
-->An ancient human kingdom led by Astrologers, Arcoscephale mainly uses heavy infantry backed up by strong ape warriors from a distant land and heavily-armed war elephants. Both Sibyls and Mystics are powerful Astral mages. The priestesses of Arcoscephale have some skill in Nature magic and can heal wounded soldiers.

In the deepest of oceans lives the strange fishlike race called the Aboleths. These beings are highly intelligent and the older Aboleths called Mind Lords can enslave lesser beings with the force of mind alone. Having this power means they have enslaved Mermen and Deep Ones to do the daily work and to fill up the ranks in their army. In a deep gorge the enslaved workers have built a score of small but magnificent cities for their rulers. In this gorge lives the greatest of the Aboleths.
-->In the deepest of oceans lives the strange fishlike race called the Aboleths. These beings are highly intelligent and the older Aboleths called Mind Lords can enslave lesser beings with the force of mind alone. Having this power means they have enslaved Mermen and Deep Ones to do the daily work and to fill up the ranks in their army. In a deep gorge the enslaved workers have built a score of small but magnificent cities for their rulers. In this gorge live the greatest of the Aboleths.

In ages past, a distant star inhabited by a great race of strange alien beings was struck with an unimaginable catastrophe. The star fell from the heavens, breaking into tiny shards. One such shard fell through the spheres and down upon the world. The shard came to rest on the ocean floor, and there, a remnant of this great race adapted and survived. They multiplied, and enslaved a race of fishlike humanoids by sheer strength of mind.
-->In ages past, a distant star inhabited by a great race of strange alien beings was struck with an unimaginable catastrophe. The star fell from the heavens, breaking into tiny shards. One such shard fell through the Spheres and down upon the world. The shard came to rest on the ocean floor, and there, a remnant of this great race adapted and survived. They multiplied, and enslaved a race of fishlike humanoids by sheer strength of mind.

R'lyeh, the sunken city, is a mind-defying place built under the sea with an architecture unlike any known to man. In the halls of R'lyeh the Starspawns, the Great Ones who survived the fall, plan the reemergence of their Great Race. The Starspawns are powerful mages with great knowledge of distant stars, and all of the Great Race are powerful mindcrafters.
-->R'lyeh, the Sunken City, is a mind-defying place built under the sea with an architecture unlike any known to man. In the halls of R'lyeh the Starspawns, the Great Ones who survived the Fall, plan the reemergence of their Great Race. The Starspawns are powerful mages with great knowledge of distant stars, and all of the Great Race are powerful mindcrafters.

All coastal forts of R'lyeh have a special well where women can submerge themselves in the hope of being impregnated by a Great One. However, most will be taken by Deep Ones instead, and the women's offspring will be strange, fishlike humanoids instead of the noble Starchildren they wanted. These half-human Hybrids are usually devoted to the cause of putting mankind below the sea and often join the army of R'lyeh free of charge.
-->All coastal forts of R'lyeh have a special well where women can submerge themselves in the hope of being impregnated by a Great One. However, most will be taken by Deep Ones instead and the women's offspring will be strange, fishlike humanoids instead of the noble Starchildren they wanted. These half-human Hybrids are usually devoted to the cause of putting mankind below the sea and often join the armies of R'lyeh free of charge.

In ages past, a distant star inhabited by a great race of strange alien beings was struck with an unimaginable catastrophe. The star fell from the heavens, breaking into tiny shards. One such shard fell through the spheres and down upon the world. The shard came to rest on the ocean floor, and there, a remnant of this great race adapted and survived. They multiplied, and enslaved a race of fishlike humanoids by sheer strength of mind, and conquered the underwater realms of the world.
-->In ages past, a distant star inhabited by a great race of strange alien beings was struck with an unimaginable catastrophe. The star fell from the heavens, breaking into tiny shards. One such shard fell through the Spheres and down upon the world. The shard came to rest on the ocean floor, and there, a remnant of this great race adapted and survived. They multiplied, and enslaved a race of fishlike humanoids by sheer strength of mind, and conquered the underwater realms of the world.

In the halls of R'lyeh the Starspawns, the Great Ones who survived the fall, opened a gate into the void and unleashed its horrors upon the world. But the void was not to be controlled even by the Starspawns. The very fabric of the veil was weakened and madness struck the inhabitants of mighty R'lyeh. Only the most powerful of the Starspawns were able to keep their minds intact. The empire crumbled as insanity took the leaders and the former slaves and servants of the empire were able to lift the yoke of R'lyeh.
-->In the halls of R'lyeh the Starspawns, the Great Ones who survived the Fall, opened a Gate into the Void and unleashed its horrors upon the world. But the Void was not to be controlled even by the Starspawns. The very fabric of the Veil was weakened and madness struck the inhabitants of mighty R'lyeh. Only the most powerful of the Starspawns were able to keep their minds intact. The empire crumbled as insanity took the leaders and the former slaves and servants of the empire were able to lift the yoke of R'lyeh.

 But now a god is awakening, and it is a god dreaming of the void. Mind-defying dreams of the sleeping god are plaguing the inhabitants of coastal and underwater cities, and with the dreams come the horrors. Strange cannibalistic cults worshipping the void call them from beyond. The dreamlands of R'lyeh threaten to destroy the world.
--> But now a God is awakening, and it is a God dreaming of the Void. Mind-defying Dreams of the Sleeping God are plaguing the inhabitants of coastal and underwater cities, and with the Dreams come the horrors. Strange cannibalistic cults worshipping the Void call them from beyond. The Dreamlands of R'lyeh threaten to destroy the world.

All coastal forts of R'lyeh have a special well where women can submerge themselves in the hope of being impregnated by a Great One. However, most will be taken by Deep Ones instead, and the women's offspring will be strange, fishlike humanoids instead of the noble Starchildren they wanted. These half-human Hybrids are usually devoted to the cause of putting mankind below the sea and often join the army of R'lyeh free of charge.
-->All coastal forts of R'lyeh have a special well where women can submerge themselves in the hope of being impregnated by a Great One. However, most will be taken by Deep Ones instead and the women's offspring will be strange, fishlike humanoids instead of the noble Starchildren they wanted. These half-human Hybrids are usually devoted to the cause of putting mankind below the sea and often join the armies of R'lyeh free of charge.

R'lyeh is an underwater nation. An ancient race of mentally superior beings from a fallen star has enslaved a colony of Atlantians. R'lyeh has Atlantian Slave Troopers, strange Hybrids, and Illithids using Mind Blasts. The Starspawns of R'lyeh are powerful Astral mages.
-->R'lyeh is an underwater nation. An ancient race of mentally superior beings from a fallen star has enslaved a colony of Atlantians. R'lyeh has Atlantian and Oceanian Slave Troopers, strange Hybrids and Illithids using Mind Blasts. The Starspawns of R'lyeh are powerful Astral mages.

R'lyeh is an underwater nation. A god dreaming of the void is awakening and infliciting insanity on this world. R'lyeh's army consist of Mad Men, Void Beasts, Atlantian Slave Troopers, strange Hybrids, and Illithids using Mind Blasts. The Starspawns of R'lyeh are powerful Astral mages.
-->R'lyeh is an underwater nation. A God Dreaming of the Void is awakening and infliciting insanity on this world. R'lyeh's army consist of Mad Men, Void Beasts, Atlantian and Oceanian Slave Troopers, strange Hybrids and Illithids using Mind Blasts. The Starspawns of R'lyeh are powerful Astral mages.

The emerald empire of Pythium is a splinter empire of the great empire of Ermor. As dark arts were practiced in the heart of the empire, the stars warned the Theurgs of Pythia to flee the impending doom. They led Pythia away from the falling empire and formed an imperial theocracy under their wise rule. But this was not enough to save them. As Ermor crumbled, the provinces of Pythium rebelled and broke from their old masters. The emperor of Pythium could not reclaim the rebelling lands, and the power of Pythium diminished over the centuries.
-->The Emerald Empire of Pythium is a splinter empire of the great empire of Ermor. As dark arts were practiced in the heart of the empire, the stars warned the Theurgs of Pythia to flee the impending doom. They led Pythia away from the falling empire and formed an imperial theocracy under their wise rule, but this was not enough to save them. As Ermor crumbled, the provinces of Pythium rebelled and broke from their old masters. The emperor of Pythium could not reclaim the rebelling lands and the power of Pythium diminished over the centuries.

The war machine of Pythium is based on the old Legionnaire army of Ermor, with some minor modifications. During Ermorian times part of the Pythian lands were under the sway of the Sauromatian tribes. The Androphags used hydras of the Pythian marsh in warfare. For a long time hydras were only used in the Pythian arenas, but now the old practice has been adopted along with the usage of serpent mounts.
-->The war machine of Pythium is based on the old Legionnaire army of Ermor, with some minor modifications. During Ermorian times, part of the Pythian lands were under the sway of the Sauromatian tribes. The Androphags used hydras of the Pythian marsh in warfare. For a long time hydras were only used in the Pythian arenas, but now the old practice has been adopted along with the usage of serpent mounts.

Pythium is a splinter empire that broke free from Ermor when it fell. Pythium uses Legionaires, but also has Serpent Cataphracts and Hydras. The Theurgs of Pythium are powerful priests and Astral mages. Pythium uses Theurgical communion to empower their mages in battles.
-->Pythium is a splinter empire that broke free from Ermor when it fell. Pythium uses Legionnaires, but also has Serpent Cataphracts and Hydras. The Theurgs of Pythium are powerful priests and Astral mages. Pythium uses Theurgical communion to empower their mages in battles.

Sauromatia is a nation of nomadic warrior tribes ruled by women. Men and women fight side-by-side and all prominent tribes are ruled by warrior queens. This is a legacy of the merging with the Amazon tribes in times past. The Amazons leaders were not accepted, as they were not warriors, but they influenced the Sauromatians and women warriors gained power and influence. Only the tribe of the Androphags have totally rejected the notion of female leadership. The Androphags are ruled by ancient witch kings that introduced cannibalism and man-flaying to the Sauromatians. The Androphags also use hydras from the marshes of Pythia in warfare.
-->Sauromatia is a nation of nomadic warrior tribes ruled by women. Men and women fight side by side and all prominent tribes are ruled by warrior queens. This is a legacy of the merging with the Amazon tribes in times past. The Amazon leaders were not accepted, as they were not warriors, but they influenced the Sauromatians and women warriors gained power and influence. Only the tribe of the Androphags have totally rejected the notion of female leadership. The Androphags are ruled by ancient Witch Kings who introduced cannibalism and man-flaying to the Sauromatians. The Androphags also use hydras from the marshes of Pythia in warfare.

Sauromatia is a tribal nation ruled by women. Swift raiders and lancers form the backbone of the armies. Amazon warriors and Androphags are the sacred elites of the Sauromatians. Witch kings, masters of dark sorcery, rule the Androphag tribe. Hydras from the Pythian marsh are tamed and used in warfare.
-->Sauromatia is a tribal nation ruled by women. Swift raiders and lancers form the backbone of the armies. Amazon warriors and Androphags are the sacred elite of the Sauromatians. Witch kings, masters of dark sorcery, rule the Androphag tribe. Hydras from the Pythian marsh are tamed and used in warfare.

Pangaea is a woodland nation inhabited by wild beings connected with nature. Halfmen such as Satyrs, Centaurs, and Minotaurs serve the lords of the Sacred Groves deep in the forests. Expansion by the civilized nations has forced the beasts of Pangaea to arm themselves with man-made weapons. Minotaurs wield huge battleaxes and Centaurs are trained to use spears and long bows. The magic of the Panii lures women into the forests where they turn wild and shed all their clothing. These women are called Maenads and are turned loose to fight the humans with their bare hands and teeth.
-->Pangaea is a woodland nation inhabited by wild beings connected with nature. Halfmen such as Satyrs, Centaurs and Minotaurs serve the lords of the Sacred Groves deep in the forests. Expansion by the civilized nations has forced the beasts of Pangaea to arm themselves with man-made weapons. Minotaurs wield huge battleaxes and Centaurs are trained to use spears and long bows. The magic of the Panii lures women into the forests where they turn wild and shed all their clothing. These women are called Maenads and are turned loose to fight the humans with their bare hands and teeth.

Pangaea is a woodland nation inhabited by wild beings connected with nature. Halfmen such as Satyrs, Centaurs, and Minotaurs serve the lords of the Sacred Groves deep in the forests. In ancient times, the woods covered much of the world, but that has changed. Man is no longer beast, and animals are no longer wild. The world of the wild is disappearing.  Centaurs have developed civilized societies and donned armor. The Panii, guardians of the groves, have decided that it is time to act to preserve their dwindling habitat.
-->Pangaea is a woodland nation inhabited by wild beings connected with nature. Halfmen such as Satyrs, Centaurs and Minotaurs serve the lords of the Sacred Groves deep in the forests. In ancient times, the woods covered much of the world, but that has changed. Man is no longer beast and animals are no longer wild. The world of the wild is disappearing. Centaurs have developed civilized societies and donned armor. The Panii, guardians of the groves, have decided that it is time to act to preserve their dwindling habitat.

Pangaea is a woodland nation inhabited by wild beings connected with nature. Halfmen such as Satyrs, Centaurs, and Minotaurs serve the lords of the Sacred Groves deep in the forests. In ancient times, the woods covered much of the world, but that has changed. Civilization has finally reached the forests of Pangaea. The old ways give way to new traditions. Archaic weapons are replaced by new ones of tempered steel. Ancient cultic practices have all but disappeared, and human females once attracted to the wild dances and songs no longer seek the revelry of the Panic tunes.
-->Pangaea is a woodland nation inhabited by wild beings connected with nature. Halfmen such as Satyrs, Centaurs and Minotaurs serve the lords of the Sacred Groves deep in the forests. In ancient times, the woods covered much of the world, but that has changed. Civilization has finally reached the forests of Pangaea. The old ways give way to new traditions. Archaic weapons are replaced by new ones of tempered steel. Ancient cultic practices have all but disappeared and human females once attracted to the wild dances and songs no longer seek the revelry of the Panic tunes.

Pangaea is a woodland realm of wild halfmen. Pangaea has stealthy Satyrs, flying Harpies, strong Centaurs, and raging Minotaur warriors. The Panii are powerful mages of Nature and Earth and are able to lure women into the wild.
-->Pangaea is a woodland realm of wild halfmen. Pangaea has stealthy Satyrs, flying Harpies, strong Centaurs and raging Minotaur warriors. The Panii are powerful mages of Nature and Earth and are able to lure women into the wild.

Civilization has finally reached Pangaea and the halfmen have built cities and are using iron armaments. The strong and well-armed Minotaurs and Centaurs are formidable warriors, but the priests have dwindled in power.
-->Civilization has finally reached Pangaea and the halfmen have built cities and are using iron armaments. The strong and well-armed Minotaurs and Centaurs are formidable warriors, but the priests have dwindled in power.

Mictlan is an ancient tribal empire that has been isolated for centuries. The foul practices of the priest kings of Mictlan has caused most neighbors to leave or face slavery or death by sacrifice. Since the dawn of the kingdom, blood has been spilled in the temples of the capital to feed the waning powers of the hungry god. The armies are mainly composed of slaves from newly conquered lands. The mage priests of Mictlan celebrate the two Faces and the two of Dominions of the hungry god, namely the Sun and the Moon, the Rain and the Forest. They are all skilled blood mages.
-->Mictlan is an ancient tribal empire that has been isolated for centuries. The foul practices of the Priest Kings of Mictlan have caused most neighbors to leave or face slavery or death by sacrifice. Since the dawn of the kingdom, blood has been spilled in the temples of the capital to feed the waning powers of the Hungry God. The armies are mainly composed of slaves from newly conquered lands. The mage-priests of Mictlan celebrate the two Faces and the two of Dominions of the Hungry God, namely the Sun and the Moon, the Rain and the Forest. They are all skilled Blood mages.

Mictlan is an ancient tribal empire that has been isolated for centuries. The foul practices of the priest kings of Mictlan has caused most neighbors to leave or face slavery or death by sacrifice. Since the dawn of the kingdom, blood has been spilled in the temples of the capital. Now a new era has dawned and the isolation is broken with the coming of the Lawgiver. The Blood Cult has ben abolished and the priests are now following the Lawgiver. Isolation has made Mictlan a backward nation and its warriors use archaic weaponry and armor. The armies are mainly composed of slaves from newly conquered lands. The mage priests of Mictlan celebrate the two Faces and the two of Dominions of the Lawgiver, namely the Sun and the Moon, the Rain and the Forest.
-->Mictlan is an ancient tribal empire that has been isolated for centuries. The foul practices of the priest kings of Mictlan have caused most neighbors to leave or face slavery or death by sacrifice. Since the dawn of the kingdom, blood has been spilled in the temples of the capital. Now a new era has dawned and the isolation is broken with the coming of the Lawgiver. The Blood Cult has been abolished and the priests now follow the Lawgiver. Isolation has made Mictlan a backward nation and its warriors use archaic weaponry and armor. The armies are mainly composed of slaves from newly conquered lands. The mage-priests of Mictlan celebrate the two Faces and the two of Dominions of the Lawgiver, namely the Sun and the Moon, the Rain and the Forest.

When Atlantis was destroyed and the Atlantians scattered, some fled into the deep swamps and jungles of Mictlan. Here they found a people who worshiped the rain as one aspect of their god. The Atlantian kings became kings of rain and reshaped the faith to their needs. They found the secrets of the ancient Blood Cult and reinstalled the foul practices of ancient times. Then the new god rose, hungry for blood. Now Mictlan is once again expanding its territories to feed the hunger of its lord. Isolation has made Mictlan a backward nation and its warriors use archaic weaponry and armor. The armies are mainly composed of slaves from newly conquered lands. The mage priests of Mictlan celebrate the two Faces and the two of Dominions of the Hungry God, namely the sun and the moon, the Rain and the Forest.
-->When Atlantis was destroyed and the Atlantians scattered, some fled into the deep swamps and jungles of Mictlan. Here they found a people who worshiped the Rain as one aspect of their God. The Atlantian Kings of the Deep became Kings of Rain and reshaped the faith to their needs. They found the secrets of the ancient Blood Cult and reinstated the foul practices of ancient times. Then the new God rose, hungry for blood. Now Mictlan is once again expanding its territories to feed the hunger of its Lord. Isolation has made Mictlan a backward nation and its warriors use archaic weaponry and armor. The armies are mainly composed of slaves from newly conquered lands. The mage-priests of Mictlan celebrate the two Faces and the two of Dominions of the Hungry God, namely the Sun and the Moon, the Rain and the Forest.

Mictlan is an old kingdom ruled by priest kings. Their God hungers and must be sated with blood sacrifices. Mictlan has powerful blood mages and priests, but its infantry uses archaic weapons.
-->Mictlan is an old kingdom ruled by Priest Kings. Their God hungers and must be sated with blood sacrifices. Mictlan has powerful Blood mages and priests, but its infantry uses archaic weapons.

Mictlan is an old kingdom ruled by priest kings. Mictlan has powerful priests, but its infantry uses archaic weapons.
-->Mictlan is an old kingdom ruled by Priest Kings. Mictlan has powerful priests, but its infantry uses archaic weapons.

Mictlan is an old kingdom overtaken by Atlantian Kings. Their god hungers and must be sated with blood sacrifices. Mictlan has powerful Water and Blood mages and priests, but its infantry uses archaic weapons.
-->Mictlan is an old kingdom fallen under the sway of Atlantian Kings. Their God hungers and must be sated with blood sacrifices. Mictlan has powerful Water and Blood mages and priests, but its infantry uses archaic weapons.

The Celestial Empire has not yet been founded. The magic of The Way permeates the realm, and reclusive mages conjure Celestial Beings to do their bidding. Nobles wage war upon each other for honor and glory. A few chosen warriors and mages dedicate their lives to the training of the Five Elements. The deceased are worshipped, and village priests conjure the dead to ask for guidance and aid. It is a time of legends.
-->The Celestial Empire has not yet been founded. The magic of The Way permeates the realm, and reclusive mages conjure Celestial Beings to do their bidding. Nobles wage war upon each other for honor and glory. A few chosen warriors and mages dedicate their lives to the training of the Five Elements. The deceased are worshipped and village priests conjure the dead to ask for guidance and aid. It is a time of legends.

The Celestial Empire of T'ien Ch'i is ancient. Since the founding of the Empire, peace has reigned, and a bureaucracy of great efficiency has evolved. Ministers and officials chosen by skill rather than birth govern the empire. The Emperor and his family are considered divine, but are not involved in the administration. The cavalry of T'ien Ch'i is well known, and the bureaucracy has enforced a conscription policy that has been very successful. A magic tradition called The Way is practiced by hermits and scholars in the kingdom. Prominent Masters of the Way come to the Heavenly Gate in the capital to be ordained as Celestial Masters. These mage priests can summon heavenly beings from the celestial sphere to serve the empire.
-->The Celestial Empire of T'ien Ch'i is ancient. Since the founding of the Empire, peace has reigned and a bureaucracy of great efficiency has evolved. Ministers and officials chosen by skill rather than birth govern the empire. The Emperor and his family are considered divine, but are not involved in the administration. The cavalry of T'ien Ch'i is well known and the bureaucracy has enforced a conscription policy that has been very successful. A magic tradition called The Way is practiced by hermits and scholars in the kingdom. Prominent Masters of the Way come to the Heavenly Gate in the capital to be ordained as Celestial Masters. These mage-priests can summon heavenly beings from the Celestial Sphere to serve the Empire.

The Celestial Empire is crumbling. Constant invasions from the barbaric khans have all but destroyed the bureaucracy. The Imperial family has been replaced by barbarian kings. The Imperial Guard is no more, and the cavalry of old has been replaced by skilled barbarian horsemen. Ancestral worship is popular once again, and the Masters of the Dead are replacing the priests of the bureaucracy. The conscription policy is still in use, but not as efficient as before.
-->The Celestial Empire is crumbling. Constant invasions from the barbaric Khans have all but destroyed the Imperial Bureaucracy. The Imperial family has been replaced by barbarian kings. The Imperial Guard is no more, and the cavalry of old has been replaced by skilled barbarian horsemen. Ancestral worship is popular once more and the Masters of the Dead are replacing the priests of the Bureaucracy. The conscription policy is still in use, but not as efficient as before.

T'ien Ch'i is an emerging empire. Masters of the Five Elements and Celestial Masters are versatile mages. The nobles partake personally in battles and their chariots form an important part of the army. Sacred celestial beings and the Sacred Warriors of the Five Elements form the elite core of the armies.
-->T'ien Ch'i is an emerging empire. Masters of the Five Elements and Celestial Masters are versatile mages. The nobles partake personally in battles and their chariots form an important part of the army. Sacred Celestial Beings and the Sacred Warriors of the Five Elements form the elite core of the armies.

T'ien Ch'i is a bureaucratic empire. Versatile mages of The Way, Celestial Masters and religious ministers serve the Emperor. The cavalry of the Empire is well known, and sacred Celestial Beings form the elite core of the armies. Provinces inside dominion gain local defence for free.
-->T'ien Ch'i is a bureaucratic empire. Versatile mages of The Way, Celestial Masters and religious ministers serve the Emperor. The cavalry of the Empire is well known, and sacred Celestial Beings form the elite core of the armies. Provinces inside dominion gain local defence for free.

The Celestial Empire is crumbling and the bureacracy is all but destroyed. The Imperial Guard is no more, and the cavalry of old has been replaced by skilled barbarian horsemen. Ancestral worship is popular once again, and the Masters of the Dead are replacing the priests of the bureaucracy.
-->The Celestial Empire is crumbling and the Imperial Bureaucracy is all but destroyed. The Imperial Guard is no more, and the cavalry of old has been replaced by skilled barbarian horsemen. Ancestral worship is popular once again, and the Masters of the Dead are replacing the priests of the Bureaucracy.

Machaka is an old sacral kingdom where the well-being of the land is thought to be dependent on the will of the king. The king is the highest priest of the kingdom, but should he fail in his duties, he is sacrificed and replaced by one of his numerous sons or brothers. The priests of the kingdom are the true rulers of the land. Religious ceremonies, judicial tasks, and gathering of intelligence are all performed by the Ears, Eyes, and Voice of the Lord. Only warfare is handed over to secular commanders. Machaka uses light infantry, archers, and heavy hoplites second only to those of Arcoscephale. In the forests of Machaka, giant spiders are caught and used as mounts. One other area is left untouched by the priests: magic. Simple Witch Doctors living outside villages grudgingly serve the priests. In the depths of the God Forest lies a lonely mountain filled with caves. Here the true power of Machaka - the Black Sorcerors, Sorceresses, and their Spider Warriors - resides. Machakans prefer hot lands.
-->Machaka is an old sacral kingdom where the well-being of the land is thought to be dependent on the will of the king. The king is the highest priest of the kingdom, but should he fail in his duties, he is sacrificed and replaced by one of his numerous sons or brothers. The priests of the kingdom are the true rulers of the land. Religious ceremonies, judicial tasks, and gathering of intelligence are all performed by the Ears, Eyes and Voices of the Lord. Only warfare is handed over to secular commanders. Machaka uses light infantry, archers and heavy hoplites second only to those of Arcoscephale. In the forests of Machaka, giant spiders are caught and used as mounts. One other area is left untouched by the priests: magic. Simple Witch Doctors living outside villages grudgingly serve the priests. In the depths of the God Forest lies a lonely mountain filled with caves. Here resides the true power of Machaka: the Black Sorcerers, Sorceresses and their Spider Warriors. Machakans prefer hot lands.

A human kingdom ruled by priests. Machaka uses great spider mounts and has both light infantry and heavy hoplites. Witch Doctors and Black Sorcerors give Machaka a wide range of magic skills. Machakans dislike cold lands.
-->A human kingdom ruled by priests. Machaka uses great spider mounts and has both light infantry and heavy hoplites. Witch Doctors and Black Sorcerers give Machaka a wide range of magic skills. Machakans dislike cold lands.

In dark caverns under the roots of the earth a strange race of one-eyed humanoids has evolved. Untouched by the sun, they have become known to humans as the Pale Ones. The Pale Ones are gifted with perfect darkvision and gills, and inhabit underwater rivers and lakes as well as cavernous halls. Pale Ones never stop growing and ancient ones can grow to huge proportions. The wisest of the ancient ones are known as the Oracles, priest-mages of great powers. The Oracles are gathered in a great cavernous hall where they divine the fate of the Pale Ones.
-->In dark caverns under the roots of the earth a strange race of one-eyed humanoids has evolved. Untouched by the sun, they have become known to humans as the Pale Ones. The Pale Ones are gifted with perfect darkvision and gills and inhabit underwater rivers and lakes as well as cavernous halls. Pale Ones never stop growing and ancient ones can grow to huge proportions. The wisest of the Ancient Ones are known as the Oracles, priest-mages of great powers. The Oracles are gathered in a great cavernous hall where they divine the fate of the Pale Ones.

In dark caverns under the roots of the earth a strange race of one-eyed humanoids has evolved. Untouched by the sun, they have become known to humans as the Pale Ones. When humans first met these pale giants it was in war. With the destruction of the false god of the Pale Ones, peace was established and humans moved down into the caverns of Agartha. Here they found fabulous riches and ancient secrets. The humans slowly replaced the Pale Ones and now most of Agarthas inhabitants are pale-skinned humans with large eyes. Everything left by the ancient ones has become subject to worship by the humans. Ancient statues are enchanted and given life by golem crafters, priest-mages of the Agarthan Golem Cult. A few surviving Oracles lead the cult and keep the memories of past ages alive.
-->In dark caverns under the roots of the earth a strange race of one-eyed humanoids has evolved. Untouched by the sun, they have become known to humans as the Pale Ones. When humans first met these pale giants, it was in war. With the destruction of the false god of the Pale Ones, peace was established and humans moved down into the caverns of Agartha. Here they found fabulous riches and ancient secrets. The humans slowly replaced the Pale Ones and now most of Agartha's inhabitants are pale-skinned humans with large eyes. Everything left by the Ancient Ones has become subject to worship by the humans. Ancient statues are enchanted and given life by golem crafters, priest-mages of the Agarthan Golem Cult. A few surviving Oracles lead the Cult and keep the memories of past ages alive.

In dark caverns under the roots of the earth a strange race of one-eyed humanoids once evolved. Untouched by the sun they became known to humans as the Pale Ones. When humans first met these pale giants it was in war. With the destruction of the false god of the Pale Ones, peace was established and humans moved down into the caverns of Agartha. Here they found fabulous riches and ancient secrets. The humans replaced the Pale Ones and now all Agarthans are pale-skinned humans with large eyes. Everything left by the ancients became subject to worship in Agartha. At first, statues of the ancients were adored and animated by the golemcrafters, but the statues were destroyed during the great war and new forms of worship have evolved. The mummified remains of the now-extinct Pale Ones are worshiped and reanimated by necromancer priests. While the mummies of Pale Ones are sacred, the human dead are not treated with the same respect. Used for menial tasks and warfare, the dead of Agartha now walk side-by-side with the living.
-->In dark caverns under the roots of the earth a strange race of one-eyed humanoids once evolved. Untouched by the sun they became known to humans as the Pale Ones. When humans first met these pale giants, it was in war. With the destruction of the false god of the Pale Ones, peace was established and humans moved down into the caverns of Agartha. Here they found fabulous riches and ancient secrets. The humans replaced the Pale Ones and now all Agarthans are pale-skinned humans with large eyes. Everything left by the Ancients became subject to worship in Agartha. At first, statues of the Ancients were adored and animated by the golemcrafters, but the statues were destroyed during the great war and new forms of worship have evolved. The mummified remains of the now-extinct Pale Ones are worshiped and reanimated by necromancer-priests. While the mummies of Pale Ones are sacred, the human dead are not treated with the same respect. Used for menial tasks and warfare, the dead of Agartha now walk side-by-side with the living.

A cavern realm of humans and a few remaining Pale Ones. Pale Ones can grow to huge proportions and the old ones are rare and sacred. The Agarthan humans have only limited night vision, whereas the Pale Ones see perfectly in the dark.
-->A cavern realm of humans and a few remaining Pale Ones. Pale Ones can grow to huge proportions and the old ones are rare and sacred. The Agarthan humans have only limited night vision, whereas the Pale Ones see perfectly in the dark.

A cavern realm of humans who worship and cosult the remains of the older race of Pale Ones. Cave drakes are tamed and used as mounts for their knights. Ktonian necromancers skilled in Death and Earth magic reanimate the dead so they can continue to assist the realm.
-->A cavern realm of humans who worship and consult the remains of the older race of Pale Ones. Cave drakes are tamed and used as mounts for their knights. Ktonian necromancers skilled in Death and Earth magic reanimate the dead so they can continue to assist the realm.

Military: Light infantry, medium infantry, huge ancient ones.
-->Military: Light infantry, medium infantry, huge Ancient Ones.

Military: Light and heavy infantry, huge sacred ancient ones.
-->Military: Light and heavy infantry, huge sacred Ancient Ones.

For ages the oceans have been dominated by the Tritons of Oceania. But recently, other races have been stirring in the depths and the Triton Kings muster their forces to meet the new threat. Oceania is a nation of Tritons and Mermen. Tritons are unable to leave the sea, but the Mermen can shed their tails and walk on dry land. Both races have mages, but only the Mermen mages can leave the sea although their magic power is reduced when they do. The legendary Bishop Fishes are powerful priests and lead the sacred Triton Knights who are mounted on magic Hippocampoi steeds.
-->For ages the oceans have been dominated by the Tritons of Oceania. But recently, other races have been stirring in the depths and the Triton Kings muster their forces to meet the new threat. Oceania is a nation of Tritons and Mermen. Tritons are unable to leave the sea, but the Mermen can shed their tails and walk on dry land. Both races have mages, but only the Merman mages can leave the sea, although their magic power is reduced when they do. The legendary Bishop Fishes are powerful priests and lead the sacred Triton Knights who are mounted on magic Hippocampoi steeds.

Oceania is an underwater realm of Tritons and half-men. Since the Atlantians emerged from the deeps, the Tritons have lost their former domains. Many of the pearl cities have been destroyed and royal bloodlines have been wiped out. Only with the fall of the star was the Atlantian onslaught halted. The Starspawns of the Sunken City enslaved the Atlantians and consumed their will. During the war between Atlantis and R'lyeh, a new god emerged from the depths, and the Triton Kings were able to muster their forces and found allies in the Mermen and Ichtysatyrs of more shallow waters. Now it is time to reclaim the deeps and conquer the world. Wise and powerful Capricorns, mages of the sea and shores, have been given the task of conquering the wild inlands. Sirens, magically skilled Mermaids, lure men to their watery graves with their beautiful songs.
-->Oceania is an underwater realm of Tritons and half-men. Since the Atlantians emerged from the deeps, the Tritons have lost their former domains. Many of the pearl cities have been destroyed and royal bloodlines have been wiped out. Only with the Fall of the star was the Atlantian onslaught halted. The Starspawns of the Sunken City enslaved the Atlantians and consumed their will. During the war between Atlantis and R'lyeh, a new God emerged from the depths and the Triton Kings were able to muster their forces and found allies in the Mermen and Ichtysatyrs of more shallow waters. Now it is time to reclaim the deeps and conquer the world. Wise and powerful Capricorns, mages of the sea and shores, have been given the task of conquering the wild inlands. Sirens, magically skilled Mermaids, lure men to their watery graves with beautiful songs.

Oceania is an underwater realm of Tritons and Mermen. Tritons are unable to leave the sea, but the Mermen can shed their tails and walk on dry land. Both races have mages, but only the mermen mages can leave the sea and their magic power becomes severly reduced when doing so. The legendary Bishop Fishes lead the cult.
-->Oceania is an underwater realm of Tritons and Mermen. Tritons are unable to leave the sea, but the Mermen can shed their tails and walk on dry land. Both races have mages, but only the Merman mages can leave the sea and their magic power becomes severly reduced when doing so. The legendary Bishop Fishes lead the Cult.

Oceania is an underwater nation. Tritons are unable to leave the sea, but the Mermen and Ichtysatyrs can shed their tails and walk on dry land. The Capricorn is a powerful Nature and Water mage, but loses some of his power if he leaves the sea. Sirens can take birdshape and lure enemies into the sea. The legendary Bishop Fishes lead the cult.
-->Oceania is an underwater nation. Tritons are unable to leave the sea, but the Mermen and Ichtysatyrs can shed their tails and walk on dry land. The Capricorn is a powerful Nature and Water mage, but loses some of his power if he leaves the sea. Sirens can take birdshape and lure enemies into the sea. The legendary Bishop Fishes lead the Cult.

On the sacred Mount Kailasa, beings from an earlier era still linger. They are blessed with mystical powers but are few in number. With the emergence of the new god they have mustered aid from a most unsuspected source. Deep in the forests below, the sacred mountain apes of uncanny brightness have evolved. The apes are uncivilized and have only recently mastered the mysteries of metal working.
-->On the sacred Mount Kailasa, beings from an earlier era still linger. They are blessed with mystical powers, but are few in number. With the emergence of the new God they have mustered aid from a most unsuspected source. Deep in the forests below, the sacred mountain apes of uncanny brightness have evolved. The apes are uncivilized and have only recently mastered the mysteries of metal working.

In the dense forests of the Bandar realm, apes of uncanny brightness have emerged. Under the influence of semi-divine beings, the apes have evolved intelligence and culture. When the former rulers of the Bandar Log returned to their celestial realms, the apes were left without leadership. A warlike hiearchial society was formed with the large Bandar apes at the top. But the influence of the former masters was not forgotten and the blessed white apes, who were gifted with higher intelligence and magical powers, were able to keep their influence and power. Bandar Log is a divided society. Small Markatas are at the bottom of the society. Vanara apes of human size are the most common. Large Bandar apes rule most of the society and form the military. Sacred white apes are trained as sages, priests and sacred warriors.
-->In the dense forests of the Bandar realm, apes of uncanny brightness have emerged. Under the influence of semi-divine beings, the apes have evolved intelligence and culture. When the former rulers of the Bandar Log returned to the Celestial Realms, the apes were left without leadership. A warlike hierarchical society was formed with the large Bandar apes at the top. But the influence of their former masters was not forgotten and the blessed white apes who were gifted with higher intelligence and magical powers were able to keep their influence and position. Bandar Log is a divided society. Small Markatas are at the bottom of the hierarchy. Vanara apes of human size are the most common. Large Bandar apes rule most of the society and form the military. Sacred white apes are trained as sages, priests and sacred warriors.

In the dense forests of the Bandar realm, apes of uncanny brightness have emerged. Under the influence of semi-divine beings, the apes evolved intelligence and culture. When the former rulers of the Bandar Log returned to their celestial realms, the apes were left without leadership and the innovation in the nation ground to a halt. A warlike hiearchial society was formed with the large Bandar apes at the top. Later the Nagas arrived from the nether realm Patala, from where all rivers spring. The Nagas are divine beings of the underworld and its rivers, and are to the apes what the Yakshas had been in ages past. With mesmerizing stares and dancing serpentine bodies they entranced the Bandar Log and claimed their empire as their own. Patala is a divided society. Small Markatas are at the bottom of the society. Vanara apes of human size are the most common. Large Bandar apes rule most of the society and form the military. Above all are the sacred Nagas and their kings.
-->In the dense forests of the Bandar realm, apes of uncanny brightness have emerged. Under the influence of semi-divine beings, the apes evolved intelligence and culture. When the former rulers of the Bandar Log returned to the Celestial Realms, the apes were left without leadership and the innovation in the nation ground to a halt. A warlike hiearchical society was formed with the large Bandar apes at the top. Later the Nagas arrived from the nether realm of Patala, from whence all rivers spring. The Nagas are divine beings of the underworld and its rivers and are to the apes what the Yakshas had been in ages past. With mesmerizing stares and dancing serpentine bodies they entranced the Bandar Log and claimed their empire as their own. Patala is a divided society. Small Markatas are at the bottom of the hierarchy. Vanara apes of human size are the most common. Large Bandar apes rule most of the society and form the military. Above all are the sacred Nagas and their kings.

In the dense forests of the Bandar lives a realm of intelligent apes. The extra-smart white apes are sacred and blessed with the gift of magic. The apes have a multitude of missile weapons and have trained elepants and tigers to be used in warfare.
-->In the dense forests of the Bandar lives a nation of intelligent apes. The exceptionally smart white apes are sacred and blessed with the gift of magic. The apes have a multitude of missile weapons and have trained elepants and tigers to be used in warfare.

Patala is a realm of intelligent apes ruled by Nagas, divine serpent beings of the underworld realm of Patala.
-->Patala is a realm of intelligent apes ruled by Nagas, divine serpent beings from the underworld realm of Patala.

On the dark and densly forested island of Lanka, Rakshasas, demon ogres from an earlier era still linger. Gifted with tremendous strength they once fought the Devatas of Kailasa, but since then the most powerful of the Rakshasas have left this world for the nether realms. The remaining Rakshasas have captured and enslaved the monkey people of Kailasa and made them serve as warriors, hunters or food. The Rakshasas had no use for the peaceful white ones and Kala-Mukhas, Rakshasa halfbreeds, lead the monkey people of Lanka. Since the enslavement of the apes, the ancient conflict between the Devatas of Kailasa and the Rakshasas of Lanka has been renewed.
-->On the dark and densely forested island of Lanka, Rakshasas, demon ogres from an earlier era, still linger. Gifted with tremendous strength, they once fought the Devatas of Kailasa, but since then the most powerful of the Rakshasas have left this world for the Nether Realms. The remaining Rakshasas have captured and enslaved the monkey people of Kailasa and made them serve as warriors, hunters or food. The Rakshasas had no use for the peaceful white ones and Kala-Mukhas, Rakshasa halfbreeds, lead the monkey people of Lanka. Since the enslavement of the apes, the ancient conflict between the Devatas of Kailasa and the Rakshasas of Lanka has been renewed.

Yomi is a land of unhospitable mountains, steaming sulphidic pools and sudden volcanic eruptions. At the center of this unforgiving land lies a great cone-shaped mountain at the top of which is an entrance to the netherworld. From this gate the Oni have come, one by one or in small groups. Oni are demons of the wild: ugly, pot-bellied and mischievous. They are ruled by Oni Kings that occasionally emerge from the netherworld to wreak havoc on the land of the living. Oni are almost immortal and must be killed in spirit as well as in body to stay dead.
-->Yomi is a land of inhospitable mountains, steaming sulphidic pools and sudden volcanic eruptions. At the center of this unforgiving land lies a great cone-shaped mountain, at the top of which is an entrance to the Netherworld. From this Gate the Oni have come, one by one or in small groups. Oni are demons of the wild: ugly, pot-bellied and mischievous. They are ruled by Oni Kings who occasionally emerge from the Netherworld to wreak havoc on the land of the living. Oni are almost immortal and must be killed in spirit as well as in body to stay dead.

When the entrance to the netherworld closed the Oni became fewer and fewer. The Bakemono slaves and human servants rebelled, and when the last of the Dai Oni died, the realm was taken over by Bakemono Kings. Human smiths were forced to reveal the secrets of metalcraft and the Bakemono have become ready to conquer the lowlands from the humans. The Bakemono still live in a tribal society ruled by the strongest and most powerful of their kin. The Bakemono are a diverse kind: huge lumbering O-Bakemonos, proud Dai-Bakemonos, strange shape shifters and ghostly apparitions all heed the call of the Bakemono Kings and the awakening god.
-->When the entrance to the Netherworld closed the Oni became fewer and fewer. Their Bakemono slaves and human servants rebelled and when the last of the Dai Oni died, the realm was taken over by Bakemono Kings. Human smiths were forced to reveal the secrets of metalcraft and the Bakemono have become ready to conquer the lowlands from the humans. The Bakemono still live in a tribal society ruled by the strongest and most powerful of their kin. The Bakemono are a diverse kind: huge lumbering O-Bakemonos, proud Dai-Bakemonos, strange shape shifters and ghostly apparitions all heed the call of the Bakemono Kings and the awakening God.

The rice fields of Jomon were the first to be attacked by the Bakemono onslaught. After years of slavery and mistreatment the human inhabitants rebelled as the Bakemono once had rebelled against their Oni masters. One by one the Bakemono tribes were replaced by human Daimyos and their sworn warriors. A strict feudal warrior society replaced the unorganized rule of the Bakemono Kings. Even the wars have become ritualized, and peasants are left largely at peace. With the coming of the god, the Daimyos have joined forces and look at other realms to conquer.
-->The rice fields of Jomon were the first to be attacked by the Bakemono onslaught. After years of slavery and mistreatment, the human inhabitants rebelled as the Bakemono had once rebelled against their Oni masters. One by one the Bakemono tribes were replaced by human Daimyos and their sworn warriors. A strict feudal warrior society replaced the disorganized rule of the Bakemono Kings. Even the wars have become ritualized and peasants are left largely at peace. With the coming of the God, the Daimyos have joined forces and look at other realms to conquer.

Military: Semi-immortal Oni, Bakemono, and human servants. Light infantry, medium infantry
-->Military: Semi-immortal Oni, Bakemono and human servants. Light infantry, medium infantry

Military: Light infantry, samurai archers, samurai infantry, samurai cavalry, and ninjas
-->Military: Light infantry, samurai archers, samurai infantry, samurai cavalry and ninjas

Yomi is a nation of Onis and their servants. Onis are demons of the mountain wilderness. They are magically powerful and almost immortal, but few in number and rather stupid.
-->Yomi is a nation of Oni and their servants. The Oni are demons of the mountain wilderness. They are magically powerful and almost immortal, but few in number and rather stupid.

Shinuyama is a nation of Bakemonos, ghostly goblins of the wilderness. Some of them have supernatural abilities such as an aura of fear or shape-shifting abilities.
-->Shinuyama is a nation of Bakemono, ghostly goblins of the wilderness. Some of them have supernatural abilities such as an aura of fear or shape-shifting abilities.
