The Asp Turtle is a giant Dragon Turtle roaming the sea. There are plenty of stories of fishermen landing on a small island that later turned out to be a sleeping Asp Turtle. When the fisherman lights a fire the beast is aroused and plunges into the depths. The Asp Turtle is probably the most powerful beast you can encounter if you stay out of the deep gorges in the ocean. The turtle is normally peaceful and lives in relatively shallow waters. Its huge size and heavy armor makes it easy for the turtle to kill smaller beings by trampling them.
-->The asp turtle is a giant dragon turtle roaming the sea. There are plenty of stories of fishermen landing on a small island that later turned out to be a sleeping asp turtle. When the fisherman lights a fire, the beast is roused and plunges into the depths. The asp turtle is probably the most powerful beast you can encounter if you stay out of the deep gorges in the ocean. The turtle is normally peaceful and lives in relatively shallow waters. Its huge size and heavy armor makes it easy for the turtle to kill smaller beings by trampling them.

First the major part of the corpse's midsection is removed and a wooden barrel is inserted in its place. The barrel is filled with a magic fire substance and the corpse is reanimated. The resulting flame corpse uses the magic fire for extra power and is stronger than an ordinary soulless. If the flame corpse is slain the fire barrel will instantly explode and it is this that makes it so feared among the enemies.
-->First the major part of the corpse's midsection is removed and a wooden barrel is inserted in its place. The barrel is filled with a magical, fiery substance and the corpse is reanimated. The resulting flame corpse uses the magic fire for extra power and is stronger than an ordinary soulless. If the flame corpse is slain, the fire barrel will instantly explode and this is what makes it so feared among enemies.

Robbers or common thieves, Brigands normally come from the peasant population and are ill-trained in combat. Most Brigands carry bows and wear light armor.
-->Robbers or common thieves, brigands normally come from the peasant population and are ill-trained in combat. Most brigands carry bows and wear light armor.

Equipped with light armor, shields, and spears, these soldiers are quick but somewhat vulnerable to missile weapons. They sometimes carry javelins.
-->Equipped with light armor, shields and spears, these soldiers are quick, but somewhat vulnerable to missile weapons. They sometimes carry javelins.

Heavy Infantry is slow due to heavy armaments. They do not carry missile weapons.
-->Heavily armed and armored, these infantry soldiers are hardy, but slow due to all the weight. They do not carry missile weapons.

Slingers are cheap missile units. They are not very accurate or deadly, and are not good melee units.
-->Slingers are cheap missile units. They are not very accurate or deadly and are not good melee units.

Soldiers armed with bows, they are very vulnerable in melee combat. Some Archers wear armor to protect them from incoming fire.
-->Soldiers armed with bows, they are very vulnerable in melee combat. Some archers wear armor to protect them from incoming fire.

Only the tall and exceptionally strong archers are armed with deadly longbows capable of penetrating even thick armor. The longbow has very long range.
-->Only tall and exceptionally strong archers are armed with deadly longbows capable of penetrating even thick armor. The longbow has very long range.

These Archers are armed with crossbows that can penetrate thick armor at long range. Crossbows have a good chance of killing even heavily armored troops, but can only fire every other turn. Some Crossbowmen wear armor to protect them from incoming fire.
-->These archers are armed with crossbows that can penetrate thick armor at long range. Crossbows have a good chance of killing even heavily armored troops, but can only fire every other turn. Some crossbowmen wear armor to protect them from incoming fire.

Light Cavalry are archers or javelin throwers who use the speed of horses to position themselves at suitable range to fire at enemy troops. They are slightly better armed than normal Archers and do not rout as easily. These units, because they employ the use of horses, are quite expensive.
-->Light cavalry are archers or javelin throwers who use the speed of their horses to position themselves at suitable range to fire at enemy troops. They are slightly better armed than normal Archers and do not rout as easily. These units, because of their use of horses, are quite expensive.

Heavy Cavalry are among the most expensive and powerful units available. The use of a horse reduces the encumbrance of heavy armor and provides the unit with great speed and flexibility. Most Heavy Cavalry use lances to make a shock charge that can break most enemy units. The horses are trained not to panic and use their hooves to strike down their enemies.
-->Heavy cavalry are among the most expensive and powerful units available. The use of a horse reduces the encumbrance of heavy armor and provides the unit with great speed and flexibility. Most heavy cavalry use lances to make a shock charge that can break most enemy units. The horses are trained not to panic and to use their hooves to strike down their enemies.

Knights are nobles trained in battle from childhood. They are skilled in swordplay and have the arrogance of the noble born. Knights are essentially elite heavy cavalry.
-->Knights are nobles trained to battle from childhood. They are skilled in swordplay and have the arrogance of the nobleborn. Knights are essentially elite heavy cavalry.

Ordinary Commanders wear some armor for protection.
-->Ordinary commanders wear some armor for protection.

Ordinary Commanders on horseback wear some armor for protection. Riding a horse gives the Commander increased flexibility, which is useful when giving orders.
-->Ordinary commanders on horseback wear some armor for protection. Riding a horse gives the commander increased flexibility, which is useful when giving orders.

Scouts are trained to pass unseen through enemy territory. Their reports on enemy army movements and on the resources in enemy lands are invaluable to the prudent warlord.
-->Scouts are trained to pass unseen through enemy territory. Their reports on enemy army movements and the resources in enemy lands are invaluable to the prudent warlord.

The Slayer is an Abysian Assassin. He can pass unseen through enemy territories and try to assassinate enemy leaders.
-->The Slayer is an Abysian assassin. He can pass unseen through enemy territories and try to assassinate enemy leaders.

These mages are members of the Navigators' Guild. They are trained in Air and Astral magic and use their skills to safely travel over seas.
-->These mages are members of the Navigators' Guild. They are trained in Air and Astral magic and use their skills to safely travel over the seas.

Barbarian leaders have the same weapons and armor as the barbarians they lead, and share their strength and stamina. All Barbarian leaders are capable of going berserk.
-->Barbarian leaders have the same weapons and armor as the men they lead and share their strength and stamina. All barbarian leaders are capable of going berserk.

Tribal Warriors are members of Barbarian tribes skilled in fighting with two daggers.
-->Tribal warriors are members of barbarian tribes skilled in fighting with two daggers.

Tribal Archers are members of Barbarian tribes armed with bows.
-->Tribal archers are members of barbarian tribes armed with bows.

Tribal Cavalry are members of Barbarian tribes mounted on horses and armed with bows and spears.
-->Tribal cavalry are members of barbarian tribes mounted on horses and armed with bows and spears.

Tribal chiefs are members of Barbarian tribes mounted on horses and armed with bows and spears.
-->Tribal chiefs are leaders of barbarian tribes mounted on horses and armed with bows and spears.

Horse Brothers are members of Barbarian tribes mounted on a rare breed of very fast horses found only in the horse vales of the north.
-->Horse Brothers are members of barbarian tribes mounted on a rare breed of very fast horses found only in the Horse Vales of the north.

Tribal peoples of the wild follow their shamen and totemic spirits. The warriors of the wolf tribes have the battle prowess and stamina of wolves. They fight with two daggers and wear full leather armors.
-->Tribal peoples of the wild follow their shamans and totemic spirits. The warriors of the Wolf Tribes have the battle prowess and stamina of wolves. They fight with two daggers and wear full leather armor.

Tribal peoples of the wild follow their shamen and totemic spirits. The archers of the wolf tribes use short bows and wear full leather armors.
-->Tribal peoples of the wild follow their shamans and totemic spirits. The archers of the Wolf Tribes use short bows and wear full leather armor.

Tribal peoples of the wild follow their shamen and totemic spirits. The shamen of the wolf tribes have skills in nature magic and occasionally in death magic as well.
-->Tribal peoples of the wild follow their shamans and totemic spirits. The shamans of the Wolf Tribes have skills in Nature magic and occasionally in Death magic as well.

Tribal peoples of the wild follow their shamen and totemic spirits. The warriors of the horse tribes always fight from horseback. They use light lances and and bows and wear full leather armors.
-->Tribal peoples of the wild follow their shamans and totemic spirits. The warriors of the Horse Tribes always fight from horseback. They use light lances and and bows and wear full leather armor.

Tribal peoples of the wild follow their shamen and totemic spirits. The warriors of the deer tribes have the acute senses and cautious mentality of deers. They fight with spear and javelin and wear light leather armors.
-->Tribal peoples of the wild follow their shamans and totemic spirits. The warriors of the Deer Tribes have the acute senses and cautious mentality of deers. They fight with spear and javelin and wear light leather armor.

Tribal peoples of the wild follow their shamen and totemic spirits. The archers of the deer tribes use short bows and wear light leather armors.
-->Tribal peoples of the wild follow their shamans and totemic spirits. The archers of the Deer Tribes use short bows and wear light leather armor.

Tribal peoples of the wild follow their shamen and totemic spirits. The shamen of the deer tribes have skills in nature magic and occasionally in air magic as well.
-->Tribal peoples of the wild follow their shamans and totemic spirits. The shamans of the Deer Tribes have skills in Nature magic and occasionally in Air magic as well.

Tribal peoples of the wild follow their shamen and totemic spirits. The warriors of the bear tribes have the strength and fortitude of bears. They fight with axes or spears and javelins and wear full leather armors.
-->Tribal peoples of the wild follow their shamans and totemic spirits. The warriors of the Bear Tribes have the strength and fortitude of bears. They fight with axes or spears and javelins and wear full leather armor.

Tribal peoples of the wild follow their shamen and totemic spirits. The shamen of the bear tribes have skills in nature magic and occasionally in earth magic as well.
-->Tribal peoples of the wild follow their shamans and totemic spirits. The shamans of the Bear Tribes have skills in Nature magic and occasionally in Earth magic as well.

Tribal peoples of the wild follow their shamen and totemic spirits. The warriors of the lion tribes have the endurance of lions and can travel far without rest. They fight with spears and hide shields.
-->Tribal peoples of the wild follow their shamans and totemic spirits. The warriors of the Lion Tribes have the endurance of lions and can travel far without rest. They fight with spears and hide shields.

Tribal peoples of the wild follow their shamen and totemic spirits. The archers of the lion tribes use short bows but don't wear armors.
-->Tribal peoples of the wild follow their shamans and totemic spirits. The archers of the Lion Tribes use short bows but don't wear armor.

Tribal peoples of the wild follow their witch doctors and totemic spirits. The witch doctors of the lion tribes have skills in nature magic and occasionally in other magic as well.
-->Tribal peoples of the wild follow their witch doctors and totemic spirits. The witch doctors of the Lion Tribes have skills in Nature magic and occasionally in other magic as well.

Tribal peoples of the wild follow their priests and totemic spirits. The warriors of the jaguar tribes are skilled in forest survival. They fight with obsidian club-swords and slings and wear armors made of cloth, wood, stones and feathers.
-->Tribal peoples of the wild follow their priests and totemic spirits. The warriors of the Jaguar Tribes are skilled in forest survival. They fight with obsidian club-swords and slings and wear armor made of cloth, wood, stones and feathers.

Tribal peoples of the wild follow their priests and totemic spirits. The slingers of the jaguar tribes don't use armors.
-->Tribal peoples of the wild follow their priests and totemic spirits. The slingers of the Jaguar Tribes don't use armor.

Tribal peoples of the wild follow their priests and totemic spirits. The priests of the jaguar tribes have skills in nature magic and occasionally in other magic as well.
-->Tribal peoples of the wild follow their priests and totemic spirits. The priests of the Jaguar Tribes have skills in Nature magic and occasionally in other magic as well.

The toad tribes are not human, but of the same race as the Atlantians. Most likely they left the deeps for a life in the swamps in the distant past. They fight with a spear and wear leather armors.
-->The Toad Tribes are not of human stock, but of the same race as the Atlantians. Most likely they left the deeps for a life in the swamps in the distant past. They fight with spears and wear leather armor.

The toad tribes are not of human stock, but of the same race as the Atlantians. Most likely they left the deeps for a life in the swamps in the distant past. Tribal peoples of the wild follow their shamen and totemic spirits. The shamen of the toad tribes have skills in water magic and occasionally in nature magic as well.
-->The Toad Tribes are not of human stock, but of the same race as the Atlantians. Most likely they left the deeps for a life in the swamps in the distant past. Tribal peoples of the wild follow their shamans and totemic spirits. The shamans of the Toad Tribes have skills in Water magic and occasionally in Nature magic as well.

Cavemen are overgrown humans of dubious mental faculties. They might be predecessors of the human race, or just the result of a not so successful experiment of a curious divinity. Cavemen once lived in small tribes scattered all over creation, but have been forced into hiding in mountain valleys and caves. Cavemen are tremendously strong, but do not use metal weapons or armors.
-->Cavemen are overgrown humans of dubious mental faculties. They might be predecessors of the human race or just the result of a not so successful experiment of a curious divinity. Cavemen once lived in small tribes scattered all over creation, but have been forced into hiding in mountain valleys and caves. Cavemen are tremendously strong, but do not use metal weapons or armor.

These are light troops armed only with spear, javelin, tower shield, and iron cap.
-->These are light troops equipped only with spear, javelin, tower shield and iron cap.

The standard troops of the Empire, Legionnaires are armed with light and efficient armor and either a spear or a shortsword. They also carry javelins into battle.
-->The standard troops of the Empire, legionnaires are armed with light and efficient armor and either a spear or a short sword. They also carry javelins into battle.

Standard Bearers are prominent soldiers entrusted with the care of a standard. Standards are important to the morale of the legions, and its presence will strengthen the spirits of nearby soldiers.
-->Standard bearers are prominent soldiers entrusted with the care of a standard. Standards are important to the morale of the legions and their presence will strengthen the spirits of nearby soldiers.

The Legatus Legionis is a high commander of an Imperial legion. Only the most able commanders are chosen for the task, and only candidates with political backing, strong personalities and exceptional skills will get the honor. These able men command great respect from their soldiers and will inspire them to great deeds.
--> The Legatus Legionis is a high commander of an Imperial legion. Only the most able commanders are chosen for the task and only candidates with political backing, strong personalities and exceptional skills will receive the honor. These able men command great respect from their soldiers and will inspire them to great deeds.

The Emerald Guards are the Emperor's personal guards. Only the most skilled and loyal soldiers in the Empire are chosen to serve as Emerald Guards. They are equipped with broadswords, tower shields, and gilded plate hauberks.
-->The Emerald Guards are the Emperor's personal guards. Only the most skilled and loyal soldiers in the Empire are chosen to serve as Emerald Guards. They are equipped with broadswords, tower shields and gilded plate hauberks.

The Emerald Lords are the commanders of the Emperor's personal guard, and are personally responsible for the Emperor's safety. The Emerald Lords are armed in gilded plates like their Guard.
-->The Emerald Lords are the commanders of the Emperor's personal guard and are personally responsible for the Emperor's safety. The Emerald Lords are armored in gilded plate like their Guard.

Serpents, large lizardlike predators, have been domesticated to replace the horse in warfare since horses are very rare in Pythium. The Serpents are aggressive, but lack the speed of horses. Since Serpents are valuable, they are armored in the heaviest possible barding. The Cataphract is Pythium's most expensive and powerful unit, and only the most wealthy and elite soldiers have the opportunity to join a Cataphract squadron.
-->Serpents, large lizardlike predators, have been domesticated to replace the horse in warfare since horses are very rare in Pythium. The serpents are aggressive, but lack the speed of horses. Since the serpents are valuable, they are armored in the heaviest possible barding. The cataphract is Pythium's most expensive and powerful unit and only the most wealthy and elite soldiers have the opportunity to join a cataphract squadron.

Serpents, large lizardlike predators, have been domesticated to replace the horse in warfare since horses are very rare in Pythium. The Serpents are aggressive, but lack the speed of horses. Since Serpents are valuable, they are armored in the heaviest possible barding.
-->Serpents, large lizardlike predators, have been domesticated to replace the horse in warfare since horses are very rare in Pythium. The serpents are aggressive, but lack the speed of horses. Since the serpents are valuable, they are armored in the heaviest possible barding.

The Serpent Lords command the Cataphracts. This prestigious post is widely coveted by aspiring youngsters in the legions of Pythium, but both contacts and superior combat skill are needed to lead the Cataphracts.
-->The Serpent Lords command the Serpent Cataphracts. This prestigious post is widely coveted by aspiring youngsters in the legions of Pythium, but both contacts and superior combat skill are needed to lead the cataphracts.

Spokesmen of the faith of Pythium and magicians of the spheres, Theurgs are among the most powerful mages in the world. The Arch Theurg possesses vast powers that can be further increased through communion with lesser Theurgs. The Theurgs are devout priests as well as magicians, able to divine both the future and their master's wishes.
-->Spokesmen of the faith of Pythium and magicians of the Spheres, Theurgs are among the most powerful mages in the world. The Arch Theurg possesses vast powers that can be further increased through communion with lesser Theurgs. The Theurgs are devout priests as well as magicians, able to divine both the future and their master's wishes.

The Theurgs of Pythium are masters of arcane communion. This communion allows the Theurgs to cast more powerful spells in combat. Theurg Communicants are acolytes trained in the Theurgical arts. They lack the arcane skills of true Theurgs, but are able to strengthen the magic of senior Theurgs by acting as communion slaves. The Communicants automatically casts the Communion Slave spell before combat, ready to lend their strength to the senior Theurgs.
-->The Theurgs of Pythium are masters of arcane communion. This communion allows them to cast more powerful spells in combat. Theurg Communicants are acolytes trained in the Theurgical arts. They lack the arcane skills of true Theurgs, but are able to strengthen the magic of senior Theurgs by acting as communion slaves. The Communicants automatically casts the Communion Slave spell before combat, ready to lend their strength to the senior Theurgs.

In the misty swamps of Pythia dwell the huge, noxious fume breathing, nine-headed serpents of legend, the Hydras. The regenerative power of the Hydra is truly formidable, and the bite of a Hydra is poisonous; Hydras are deeply feared by soldiers and gladiators alike.
-->In the misty swamps of Pythia dwell the huge, nine-headed serpents of legend, the hydras. The regenerative power of the hydra is truly formidable and the bite of a hydra is poisonous. Hydras are surrounded by the clouds of noxious fumes they breathe and they are deeply feared by soldiers and gladiators alike.

The Hydra Hatchling is a newborn Hydra. They have not yet grown nine heads, but are still surrounded by noxious fumes and able to regenerate wounds.
-->The hydra hatchling is a newborn hydra. It has not yet grown nine heads, but is still surrounded by noxious fumes and able to regenerate wounds.

The Hydra Tamer is skilled in the ways of the swamps and is resistant to the noxious fumes of the Hydras. They are the only commanders capable of catching and training Hydras.
-->The Hydra Tamers are skilled in the ways of the swamps and resistant to the noxious fumes of the hydras. They are the only commanders capable of catching and training hydras.

In the misty swamps of Pythia dwell the huge, noxious fume breathing, nine-headed serpents of legend, the Hydras. The regenerative power of the Hydra is truly formidable, and the bite of a Hydra is poisonous; Hydras are deeply feared by soldiers and gladiators alike. The Serpent Cult keeps them as guardians of their temples, and they are considered sacred.
-->In the misty swamps of Pythia dwell the huge, nine-headed serpents of legend, the hydras. The regenerative power of the hydra is truly formidable and the bite of a hydra is poisonous. Hydras are surrounded by the clouds of noxious fumes they breathe and they are deeply feared by soldiers and gladiators alike. The Serpent Cult keeps them as guardians of their temples and they are considered sacred.

Serpents, large lizardlike predators, have been domesticated to replace the horse in warfare, because horses are very rare in Pythium. Since the Serpent Cult replaced the Theurgs, the Serpent Cataphracts have received tremendous status. They have replaced the Battle Vestals as guardians of the faith and were declared holy in the eyes of God.
-->Serpents, large lizardlike predators, have been domesticated to replace the horse in warfare, because horses are very rare in Pythium. Since the Serpent Cult replaced the Theurgs, the Serpent Cataphracts have received tremendous status. They have replaced the Battle Vestals as guardians of the faith and were declared holy in the eyes of the God.

Serpent Priests are the leaders of the Pythian Serpent Cult. The Serpent Cult is a remnant of the ancient cult introduced by Sauromancers during the campaigns against Ermor. In the years that have passed since the lizards left Pythium, the cult has changed. Serpents are venerated and the priests of the Cult wear serpent masks and carry serpent staffs as signs of their office. Serpent Priests are protected from all poisons and are skilled in Nature magic and some Water magic.
-->Serpent Priests are the leaders of the Pythian Serpent Cult. The Serpent Cult is a remnant of the ancient cult introduced by Sauromancers during the campaigns against Ermor. In the years that have passed since the lizards left Pythium, the cult has changed. Serpents are venerated and the priests of the Cult wear serpent masks and carry serpent staffs as a sign of their office. Serpent Priests are protected from all poisons. They are skilled in Nature magic and some Water magic.

Serpent Acolytes are lowly priests of the Pythian Serpent Cult. They do not wear the distinctive masks of the Serpent Priests. Upon inauguration into the Priesthood, the Acolytes must prove their resistance to the venom of snakes. Only then is the Acolyte deemed worthy and given the mask and staff. The Acolytes are weak mages of Nature.
-->Serpent Acolytes are lowly priests of the Pythian Serpent Cult. They do not wear the distinctive masks of the Serpent Priests. Upon inauguration into the priesthood, the Acolytes must prove their resistance to the venom of snakes. Only then is the Acolyte deemed worthy and given a mask and a staff. The Acolytes are weak mages of Nature.

Hoplites are the primary corps of Arcoscephale. They carry long spears, shields, and cumbersome plate hauberks. Hoplites are quite slow but very efficient. Few enemies can stand against the massive spear wall of a Hoplite army.
-->Hoplites are the primary troops of Arcoscephale. They carry long spears, shields and cumbersome plate hauberks. Hoplites are quite slow, but very efficient. Few enemies can stand against the massive spear wall of a hoplite army.

Hypaspists are skilled, lightly armed Hoplites trained to move with speed. They carry shorter spears and wear lighter armor than normal Hoplites.
-->Hypaspists are skilled, lightly armed hoplites trained to move with speed. They carry shorter spears and wear lighter armor than normal hoplites.

The Heart Companions serve the Priestesses of the temples and are famous throughout Arcoscephale. They live and fight side by side with their lovers and brothers in arms. The Companions are held in high esteem, and it would be a most ominous event should they falter in battle.
-->The Heart Companions serve the priestesses of the temples and are famous throughout Arcoscephale. They live and fight side by side with their lovers and brothers in arms. The Companions are held in high esteem and it would be a most ominous event should they falter in battle.

The Cardaces are essentially light infantry without javelins. They are somewhat better armed than the Peltasts but lack the training of the heavier troops.
-->The cardaces are essentially light infantry without javelins. They are somewhat better armed than the peltasts, but lack the training of the heavier troops.

The Peltasts are the light infantry of Arcoscephale. They have almost no armor and are mainly used as javelin throwers.
-->Peltasts are the light infantry of Arcoscephale. They have almost no armor and are mainly used as javelin throwers.

A horse-drawn chariot with scythed wheels, the Chariot is mainly an offensive weapon and is quite vulnerable to attack. Its charge causes tremendous damage to lightly armored troops. Charioteers are armed with spears and shortswords.
-->A horse-drawn chariot with scythed wheels, its role is mainly as an offensive weapon and it is quite vulnerable to attack. Its charge causes tremendous damage to lightly armored troops. Charioteers are armed with spears and short swords.

The Commanders of the Hoplite armies are known for their bravery and charisma. They are armed as Hoplites but their armor is gilded and shiny.
-->The commanders of the hoplite armies are known for their bravery and charisma. They are armed as hoplites but their armor is gilded and shiny.

The Commanders of the Hypaspist armies are known for their bravery and charisma. They are armed as Hypaspists but their armor is gilded and shiny.
-->The commanders of the hypaspist armies are known for their bravery and charisma. They are armed as hypaspists but their armor is gilded and shiny.

The Commanders of the Phalangite armies are known for their bravery and charisma. They are armed as Phalangites but their armor is gilded and shiny.
-->The commanders of the phalangite armies are known for their bravery and charisma. They are armed as phalangites but their armor is gilded and shiny.

The Strategos is a general possessing extraordinary skills. Ability rather than birth decides the rank of the generals in Arcoscephale. The reputation of a Strategos often inspires soldiers nearby to perform deeds of greatness.
-->The strategos is a general possessing extraordinary skills. Ability rather than birth decides the rank of the generals in Arcoscephale. The reputation of a strategos often inspires soldiers nearby to perform deeds of greatness.

The priestly occupation in Arcoscephale is restricted to women. Aspiring Priestesses are raised in monasteries far from city life. Their training includes the study of Nature magic. Upon reaching full sisterhood, a Priestess is permitted to leave the monastery to serve at a temple. The Priestesses of Arcoscephale are peaceful and join armies only to tend the sick and wounded, a work at which they are unsurpassed.
-->The priestly occupation in Arcoscephale is restricted to women. Aspiring priestesses are raised in monasteries far from city life. Their training includes the study of Nature magic. Upon reaching full sisterhood, a priestess is permitted to leave the monastery to serve at a temple. The priestesses of Arcoscephale are peaceful and join armies only to tend the sick and wounded, a work at which they are unsurpassed.

Mystics are reclusive mages living in strange caves where they explore the mysteries of time and the fabric of creation. Mystics are adept at Astral and elemental magics and wield a broad spectra of magical skills.
-->Mystics are reclusive mages living in strange caves where they explore the mysteries of time and the fabric of creation. Mystics are adept at Astral and Elemental magics and wield a broad spectrum of magical skills.

The Sceptic is a philosopher with a sharp tongue and dry wit. His intellectual stature prevents him from accepting the truth of any faith. As the subversive words of the Sceptic spread, faith in divinities falter. Sceptics are employed as missionaries of reason and are sent into foreign lands to weaken faith in false gods.
-->The sceptic is a philosopher with a sharp tongue and dry wit. His intellectual stature prevents him from accepting the truth of any faith. As the subversive words of the sceptic spread, faith in divinities falters. Sceptics are employed as missionaries of reason and are sent into foreign lands to weaken faith in false gods.

The people of Arcoscephale has always been a brooding kind. In hidden caves, Mystics sequester themselves to search for hidden truths. In cities, Philosophers gather and speculate about the origins of the world, its morals, and the fabric of the universe. Some Philosophers delve into the mysteries of the Arcana and form hypothetical spell designs that are later tested by the Mystics. Philosophers can research even if they do not have any magical skills.
-->The people of Arcoscephale has always been a brooding kind. In hidden caves, mystics sequester themselves to search for hidden truths. In cities, philosophers gather and speculate about the origins of the world, its morals and the fabric of the universe. Some philosophers delve into the mysteries of the Arcana and form hypothetical spell designs that are later tested by the mystics. Philosophers can research even if they do not have any magical skills.

Engineers are down-to-earth Philosophers specializing in the physics and mechanics of that which is observable. They do not concern themselves with moral values or esoteric musings. Instead, they try to define the laws governing the universe and use their findings to invent practical things. Engineers are very skilled at siegecraft and castle defence.
-->Engineers are down-to-earth philosophers specializing in the physics and mechanics of that which is observable. They do not concern themselves with moral values or esoteric musings. Instead, they try to define the laws governing the universe and use their findings to invent practical things. Engineers are very skilled at siegecraft and castle defence.

Mage Engineers are mage-philosophers specializing in the physics and mechanics of the arcane. They combine their philosophical learning with magic to try to define the laws governing the universe and use their findings to invent practical things. Mage Engineers are very skilled at siegecraft and castle defence.
-->Mage engineers are mage-philosophers specializing in the physics and mechanics of the arcane. They combine their philosophical learning with magic to try to define the laws governing the universe and use their findings to invent practical things. Mage engineers are very skilled at siegecraft and castle defence.

Daidalos is a genius who crafts automatons and strange devices. His engineering skills earned him his place as head of Lykeion. He perfected the winged harness, which he named after his unfortunate son, that the soldiers use in battle. He built the great maze that protected Asterios during his early years. Daidalos is very good at crafting Mechanical Men and Clockwork Horrors.
-->Daidalos is a genius who crafts automatons and strange devices. His engineering skills earned him his place as head of Lykeion. He perfected the winged harness, which he named after his unfortunate son, that the soldiers use in battle. He built the Great Maze that protected Asterios during his early years. Daidalos is very good at crafting mechanical men and clockwork horrors.

Asterios is a monstrous halfman born from the unholy meeting of a sacred bull and a priestess cursed by a vengeful Pan. Asterios was hidden in the Maze of Daidalos to hide his mother's shame. Asterios grew up to become a monster with enormous strength and resilience. He is almost invulnerable, and it is said that only his own horns can wound him. With the coming of the new God, he has dared to leave his secluded home and follow the call.
-->Asterios is a monstrous halfman born from the unholy meeting of a sacred bull and a priestess cursed by a vengeful Pan. Asterios was hidden in the Maze of Daidalos to hide his mother's shame. Asterios grew up to become a monster with enormous strength and resilience. He is almost invulnerable and it is said that only his own horns can wound him. With the coming of the new God, he has dared to leave his secluded home and follow the call.

The Myrmidons are the elites of the Golden Era. A Philosopher once commented that their heavy bronze armor made the Myrmidons resemble ants, hence their name. The Myrmidons themselves claim that the founders of their band were actually ants transformed into thickly armored soldiers of great strength. Myrmidons wield short swords and shields.
-->The Myrmidons are the elites of the Golden Era. A philosopher once commented that their heavy bronze armor made the myrmidons resemble ants, hence their name. The myrmidons themselves claim that the founders of their band were actually ants transformed into thickly armored soldiers of great strength. Myrmidons wield short swords and shields.

During the Golden Era, there were still pegasi living on the cloudy peaks of Mount Cephalos. The pegasi are captured and trained in the temple at the base of the mountain. They are mounted by Wind Riders, sacred warriors with heavy bronze armors.
-->During the Golden Era, there were still pegasi living on the cloudy peaks of Mount Cephalos. The pegasi are captured and brought to the temple at the base of the mountain, where they are trained as mounts for the Wind Riders, sacred warriors with heavy bronze armor.

The Icarid is a lightly armed soldier who uses a strange, winged harness made by the engineers of Lykeion. The winged harness allows the soldier to soar through the skies. The harness is difficult to make and requires strange metal alloys and rare woods and feathers to manufacture.
-->The Icarid is a lightly armed soldier who uses a strange, winged harness made by the mage engineers of Lykeion. The winged harness allows the soldier to soar through the skies. The harness is difficult to make and requires strange metal alloys and rare woods and feathers to manufacture.

A horse-drawn chariot with scythed wheels, the Chariot is mainly an offensive weapon and is quite vulnerable to attack. Its charge causes tremendous damage to lightly armored troops. Charioteers of the Golden Era wore bronze cuirasses.
-->A horse-drawn chariot with scythed wheels, its role is mainly as an offensive weapon and it is quite vulnerable to attack. Its charge causes tremendous damage to lightly armored troops. Charioteers of the Golden Era wear bronze cuirasses.

A horse-drawn chariot with scythed wheels, the Chariot is mainly an offensive weapon and is quite vulnerable to attack. Its charge causes tremendous damage to lightly armored troops. In the Golden Era, Chariots were also used as mobile archers. If the archer dies, the remaining charioteer will charge the enemy troops.
-->A horse-drawn chariot with scythed wheels, its role is mainly as an offensive weapon and it is quite vulnerable to attack. Its charge causes tremendous damage to lightly armored troops. In the Golden Era, chariots were also used as mobile archers. If the archer dies, the remaining charioteer will charge the enemy troops.

Oreiades are mountain spirits roaming the slopes and valleys of the sacred Mount Cephalos. They manifest as incredibly beautiful women. Few mortals would dream of harming an Oreiad. They are almost immortal and can live for millennia. Oreiades are curious beings that sometimes interact with the people of Arcoscephale. They are considered sacred and are powerful mages of the wild.
-->Oreiades are mountain spirits roaming the slopes and valleys of the sacred Mount Cephalos. They manifest as incredibly beautiful women. Few mortals would dream of harming an Oreiad. They are almost immortal and can live for millennia. Oreiades are curious beings who sometimes interact with the people of Arcoscephale. They are considered sacred and are powerful mages of the wild.

Once the kings of Arcoscephale was guided by astrologers, but with the death of the great conqueror all Astrologers were slain by his successor, as they failed to predict the outcome of the military campaign. With the purge of the Astrologers the need for spiritual guidance became evident. At this time the sibyls appeared. The sibyls are ancient seeresses of great skills that emerged to give guidance to the kings and generals of the crumbling empire. No one knows where they truly come from, but their oracular answers have restored Arcoscephale as a power to be reckoned with.
-->Once the kings of Arcoscephale were guided by astrologers, but with the death of the great conqueror all astrologers were slain by his successor for failing to predict the outcome of the military campaign. With the purge of the astrologers the need for spiritual guidance became evident. At this time the sibyls appeared. The sibyls are ancient seeresses of great skill who emerged to give guidance to the kings and generals of the crumbling empire. No one knows where they truly come from, but their oracular answers have restored Arcoscephale as a power to be reckoned with.

When the armies of Arcoscephale marched beyond the borders of the known world they found the mighty kingdom of Bandar Log. They armies dared not venture any further lest they loose their humanity like the Bandar must have done. During the brief visit they got a valuable ally in the Cerulean Maharaja. The Maharaja gave the Arcoscephalean generals an army of apes from his personal retinue. The bandar warriors of the cerulean legion followed the Arcoscephalean armies back to Arcoscephale where they were given a portion of the capital and a mighty tower to defend. Now the Cerulean Warriors and their blue armors have become known among the enemies of Arcoscephale as fierce and skillful warriors.
-->When the armies of Arcoscephale marched beyond the borders of the known world they found the mighty kingdom of Bandar Log. The armies dared not venture any further lest they lose their humanity like the Bandar must have done. During the brief visit, they gained a valuable ally in the Cerulean Maharaja. The Maharaja gave the generals of Arcoscephale an army of apes from his personal retinue. The Bandar warriors of the Cerulean Legion followed the Arcoscephalean armies returning to their homeland, where they were given a portion of the capital and a mighty tower to defend. Now the Cerulean Warriors in their blue armor have become known among the enemies of Arcoscephale as fierce and skillful warriors.

The Heavy Infantry units of Ulm are clad in chain mail armor made from the black steel of Ulm and are armed with heavy weapons and tower shields. They are the strongest standard human infantry units available. The inhabitants of Ulm are large and can endure much physical punishment before collapsing, but are vulnerable to magic.
-->The heavy infantry units of Ulm are clad in chain mail armor made from the Blacksteel of Ulm and armed with heavy weapons and tower shields. They are the strongest standard human infantry units available. The inhabitants of Ulm are large and can endure much physical punishment before collapsing, but are vulnerable to magic.

The Black Plate Infantry of Ulm are clad in full plate armor made from the black steel of Ulm and are armed with heavy weapons and tower shields. They are the strongest standard human infantry units available. The inhabitants of Ulm are large and can endure much physical punishment before collapsing, but are vulnerable to magic.
-->The black plate infantry of Ulm are clad in full plate armor made from the Blacksteel of Ulm and armed with heavy weapons and tower shields. They are the strongest standard human infantry units available. The inhabitants of Ulm are large and can endure much physical punishment before collapsing, but are vulnerable to magic.

The Pikeneers of Ulm are armed with long pikes and clad in thick armor made from the black steel of Ulm. The inhabitants of Ulm are large and can endure much physical punishment before collapsing, but are vulnerable to magic.
-->The pikeneers of Ulm are armed with long pikes and clad in thick armor made from the Blacksteel of Ulm. The inhabitants of Ulm are large and can endure much physical punishment before collapsing, but are vulnerable to magic.

The Crossbowmen of Ulm are of larger stock than ordinary humans and wear black steel plate cuirasses. They use heavy arbalests instead of crossbows.
-->The crossbowmen of Ulm are of larger stock than ordinary humans and wear Blacksteel plate cuirasses. They use heavy arbalests instead of crossbows.

The Guardians are entrusted with the security of the mighty Keep of Ulm. They are armed with halberds and are awesome fighters who will almost never rout. They are trained only in the Keep of Ulm and receive a bonus when defending fortresses.
-->The Guardians are entrusted with the security of the mighty Keep of Ulm. They are armed with halberds and are awesome fighters who will almost never rout. They are trained only in the Keep of Ulm and count as three normal soldiers when defending fortresses.

The Black Knights are the knightly members of the Black Order and are the most formidable military units of mankind. Their full plate armor is made of black steel, as is the barding of their horses. Only the strongest warriors are allowed to become members of the Black Order.
-->The Black Knights are the knightly members of the Black Order and the most formidable military units of mankind. Their full plate armor is made of Blacksteel, as is the barding of their horses. Only the strongest warriors are allowed to become members of the Black Order.

The Black Templars are the last remaining Black Knights. After the Malediction they have sworn themselves to the Black priests and serve the Temple in all ways. They wear ancient armors of Black Steel preserved by the black priests in the dark halls of the temple.
-->The Black Templars are the last remaining Black Knights. After the Malediction, they have sworn themselves to the Black Priests and serve the Temple in all ways. They wear ancient armor of Blacksteel preserved by the Black Priests in the dark halls of the Temple.

The Black Priests have organized the Iron Cult of Ulm. They alone are allowed to practice magic, for magic outside religion is sacrilegious. The Black Priests have installed an inquisition to find heretics and witches and receive a bonus when preaching against enemy Dominions.
-->The Black Priests have organized the Iron Cult of Ulm. They alone are allowed to practice magic, for magic outside religion is sacrilegious. The Black Priests have installed an Iron Inquisition to find heretics and witches. Their priestly power is doubled when preaching against enemy Dominion.

Master Smiths are responsible for the production of weapons and armor in Ulm. They instruct lesser smiths in the forges and enhance the armies of Ulm with their magical skills. The fear of magic is common in Ulm, and as a result, Master Smiths are the only ones permitted to use magic. Because Ulm has few magical resources, Master Smiths have learned to create magical items very efficiently, thus requiring fewer magic gems to forge them. Master Smiths receive a forge bonus of 25.
-->Master Smiths are responsible for the production of weapons and armor in Ulm. They instruct lesser smiths in the forges and enhance the armies of Ulm with their magical skills. The fear of magic is common in Ulm and as a result, Master Smiths are the only ones permitted to use magic. Because Ulm has few magical resources, Master Smiths have learned to create magical items very efficiently, thus requiring fewer magic gems to forge them. Master Smiths receive a forge bonus of 25.

Siege Engineers are specialists of siegecraft. They can tell which walls should be targeted by catapults. Trebuchets and siege towers made under the supervision of an Engineer rarely malfunction. Every Siege Engineer in the army counts as twenty-five besieging soldiers.
-->Siege engineers are specialists of siegecraft. They can tell which walls should be targeted by catapults. Trebuchets and siege towers made under the supervision of an engineer rarely malfunction. Every siege engineer in the army counts as twenty-five besieging soldiers.

The Commanders of Ulm are clad in thick armor made from the black steel of Ulm and are armed with heavy weapons and tower shields. The inhabitants of Ulm are large and can endure much physical punishment before collapsing, but are vulnerable to magic.
-->The commanders of Ulm are clad in thick armor made from the Blacksteel of Ulm and armed with heavy weapons and tower shields. The inhabitants of Ulm are large and can endure much physical punishment before collapsing, but are vulnerable to magic.

During the civil war, the Keep of Ulm was laid under siege. Starvation held a hand of iron over the remaining Guardians. When the Malediction hit the kingdom, the Hunger of the besieged Guardians became ravenous and unholy. Feasting upon their dying comrades, they survived the siege, but cursed themselves for eternity. In the ruined Keep, they still live and exercise their military code, ready to march if called by the Lord of Ulm. They use ancient black steel armors but have removed the visors of their helmets to let onlookers behold their appetites. Ghoul Guardians have been given a special task by their lord and are sacred. Ghoul Guardians count as three ordinary soldiers when defending a besieged castle.
-->During the civil war, the Keep of Ulm was laid under siege. Starvation held a hand of iron over the remaining Guardians. When the Malediction hit the kingdom, the Hunger of the besieged Guardians became ravenous and unholy. Feasting upon their dying comrades, they survived the siege, but cursed themselves for eternity. In the ruined Keep, they still live and exercise their military code, ready to march if called by the Lord of Ulm. They use ancient Blacksteel armor but have removed the visors of their helmets to let onlookers behold their appetites. Ghoul Guardians have been given a special task by their lord and are sacred. Ghoul Guardians count as three ordinary soldiers when defending a besieged castle.

The Pikeneers of Ulm are armed with long pikes. The secrets of Blacksteel are forgotten since the Malediction, but normal plate cuirasses are still used. The inhabitants of Ulm are large and can endure much physical punishment before collapsing, but are vulnerable to magic.
-->The pikeneers of Ulm are armed with long pikes. The secrets of Blacksteel are forgotten since the Malediction, but normal plate cuirasses are still used. The inhabitants of Ulm are large and can endure much physical punishment before collapsing, but are vulnerable to magic.

The Halberdiers of Ulm are armed with heavy halberds. The secrets of Blacksteel are forgotten since the Malediction, but normal plate cuirasses are still used. Halberdiers count as two when defending besieged castles. The inhabitants of Ulm are large and can endure much physical punishment before collapsing, but are vulnerable to magic.
-->The halberdiers of Ulm are armed with heavy halberds. The secrets of black steel are forgotten since the Malediction, but normal plate cuirasses are still used. Halberdiers count as two when defending besieged castles. The inhabitants of Ulm are large and can endure much physical punishment before collapsing, but are vulnerable to magic.

The Infantry of Ulm are armed with morningstars and heavy tower shields. The secrets of Blacksteel are forgotten since the Malediction, but normal plate cuirasses are still used. The inhabitants of Ulm are large and can endure much physical punishment before collapsing, but are vulnerable to magic.
-->The infantry of Ulm are armed with morningstars and heavy tower shields. The secrets of Blacksteel are forgotten since the Malediction, but normal plate cuirasses are still used. The inhabitants of Ulm are large and can endure much physical punishment before collapsing, but are vulnerable to magic.

The Commanders of Ulm are armed with swords and heavy tower shields. The secrets of Blacksteel are forgotten since the Malediction, but normal plate cuirasses are still used. The inhabitants of Ulm are large and can endure much physical punishment before collapsing, but are vulnerable to magic.
-->The commanders of Ulm are armed with swords and heavy tower shields. The secrets of Blacksteel are forgotten since the Malediction, but normal plate cuirasses are still used. The inhabitants of Ulm are large and can endure much physical punishment before collapsing, but are vulnerable to magic.

The Rangers of Ulm are trained in forestry and scouting. Armed with crossbows and axes, they operate in small groups and can move undetected in enemy lands. The inhabitants of Ulm are large and can endure much physical punishment before collapsing, but are vulnerable to magic.
-->The rangers of Ulm are trained in forestry and scouting. Armed with crossbows and axes, they operate in small groups and can move undetected in enemy lands. The inhabitants of Ulm are large and can endure much physical punishment before collapsing, but are vulnerable to magic.

The Zweihander, a soldier named after the two-handed sword he wields, is clad in full plate armor. Although the secrets of Blacksteel are forgotten, there are a few smiths still able to make full plate armors.
-->The zweihander, a soldier named after the two-handed sword he wields, is clad in full plate armor. Although the secrets of Blacksteel are forgotten, there are a few smiths still able to make full plate armor.

During the Malediction, evil was let loose in the kingdom. The Hunger that the evil aroused resulted in cannibalism and practices even worse. Some of the warring nobles succumbed and became Vampires who thirsted for human blood. Most of them have disappeared or fallen into perpetual sleep since then, but if enough blood is sacrificed, they might well awaken and serve the dark God of Ulm. Vampire Counts can dominate human peasants, who become nearly mindless and serve their master as obediently as dogs.
-->During the Malediction, evil was let loose in the kingdom. The Hunger that the evil aroused resulted in cannibalism and practices even worse. Some of the warring nobles succumbed and became vampires who thirsted for human blood. Since then, most of them have disappeared or fallen into perpetual sleep, but if enough blood is sacrificed, they might well awaken and serve the Dark God of Ulm. Vampire Counts can dominate human peasants, who become nearly mindless and serve their master as obediently as dogs.

Thralls are human peasants dominated by a Vampire Count. They are almost mindless and serve their master as obediently as dogs.
-->Thralls are human peasants dominated by a vampire count. They are almost mindless and serve their master as obediently as dogs.

Fortune tellers are wise women of the Black Forest. Some live in villages, and others travel the land with other entertainers and give their advice to those who care to listen. Fortune Tellers have a slight chance of predicting and canceling bad events.
-->Fortune tellers are wise women of the Black Forest. Some live in villages and others travel the land with other entertainers and give their advice to those who care to listen. Fortune tellers have a slight chance of predicting and canceling bad events.

The Illuminated One is a lowly member of the secretive Order of the Illuminated Ones hiding under the very nose of the iron inquisition. The Order tries to gain power by infiltrating noble courts of distant kingdoms. Illuminated Ones are adept spies who utilize magic of the mind to manipulate and dominate.
-->The Illuminated One is a lowly member of the secretive Order of the Illuminated Ones hiding under the very nose of the Iron Inquisition. The Order tries to gain power by infiltrating noble courts of distant kingdoms. Illuminated Ones are adept spies who utilize magic of the mind to manipulate and dominate.

Members of the second Tier are adept mages of manipulation and practitioners of unholy rites. They dominate nobles and manipulate kings in order to advance the power of their secretive order.
-->Members of the Second Tier are adept mages of manipulation and practitioners of unholy rites. They dominate nobles and manipulate kings in order to advance the power of their secretive order.

The Members of the Third Tier are few and powerful. Kings are but mere puppets in their hands. By poisonous words and domination of the mind, they can send a kingdom into turmoil. Carsten was accepted into the Third Tier after successfully infiltrating the Grand Masters of Marignon. He has since improved his skills in Fire magic and is expected to mastermind the fall of Marignon.
-->The Members of the Third Tier are few and powerful. Kings are but mere puppets in their hands. By poisonous words and domination of the mind, they can send a kingdom into turmoil. This one was accepted into the Third Tier after successfully infiltrating the Grand Masters of Marignon. He has since improved his skills in Fire magic and is expected to mastermind the fall of Marignon.

Wolves are common in the Black forest and have caused much harm to the peasant population. Wolfherds are skilled animal trainers who capture wolves and breed and train them for herding, hunting, and warfare.
-->Wolves are common in the Black forest and have caused much harm to the peasant population. Wolfherds are skilled animal trainers who capture wolves and breed and train them for herding, hunting and warfare.

Ulrich Patrifagus was the son of a Baron and Castellan of the Keep of Ulm. During the civil war, his father died and Ulrich inherited his father's title. Soon thereafter, the Keep was besieged. Though inexperienced, he kept his vigil and defended his Keep day and night until the Malediction hit his starving army. When the sky turned black, he despaired and opened his father's tomb to ask for advice, but the unholy Hunger struck him, and in utter horror he found himself feasting upon his father's decaying corpse. Realizing what he had done, he relinquished his remaining sanity and commanded his starving soldiers to feed upon their dead comrades. Those who had the strength to refuse the order were slaughtered and eaten by soldiers of lesser moral stature. Ulrich still commands the Ghoul Guardians and can arouse the Hunger in humans by forcing them to feed upon each other.
-->Ulrich Patrifagus was the son of the Baron and Castellan of the Keep of Ulm. During the civil war, his father died and Ulrich inherited his father's title. Soon thereafter, the Keep was besieged. Though inexperienced, he kept his vigil and defended the Keep day and night until the Malediction hit his starving army. When the sky turned black, he despaired and opened his father's tomb to ask for advice, but the unholy Hunger struck him and in utter horror he found himself feasting upon his father's decaying corpse. Realizing what he had done, he relinquished his remaining sanity and commanded his starving soldiers to feed upon their dead comrades. Those who had the strength to refuse the order were slaughtered and eaten by soldiers of lesser moral stature. Ulrich still commands the Ghoul Guardians and can arouse the Hunger in humans by forcing them to feed upon each other.

Burkhard Nachtzehrer was known as a brute and a butcher. During the civil war, barons and counts were able to make their own petty kingdoms where they alone made and enforced the law. By fear and force, Burkhard made himself powerful. By draping his army camp with the entrails of captured soldiers, he convinced his enemies to flee before battle. His subjects fared no better. Blood sports and grisly executions were held in his castle for amusement. The very soil became dark and malicious. When the Malediction struck, Burkhard gave in to the Hunger and drank the blood of his remaining serfs in a feast that forever changed him into a beast of the night. Now Burkhard has reemerged from his castle to butcher the enemies of the dark God.
-->Burkhard Nachtzehrer was known as a brute and a butcher. During the civil war, barons and counts were able to make their own petty kingdoms where they alone made and enforced the law. By fear and force, Burkhard made himself powerful. By draping his army camp with the entrails of captured soldiers, he convinced his enemies to flee before battle. His subjects fared no better. Blood sports and grisly executions were held in his castle for amusement. The very soil became dark and malicious. When the Malediction struck, Burkhard gave in to the Hunger and drank the blood of his remaining serfs in a feast that forever changed him into a beast of the night. Now Burkhard has reemerged from his castle to butcher the enemies of the Dark God.

The inhabitants of the wilderness of Ulm are strong and proud. They are as resilient as the mountains and as strong as oaks. They live off the land and are skilled woodsmen and mountaineers. Upon coming of age every man makes his choice of weapon. The axe warrior is skilled in axe throwing, two weapon fighting, stealth and wilderness survival.
-->The inhabitants of the wilderness of Ulm are strong and proud. They are as resilient as the mountains and as strong as oaks. They live off the land and are skilled woodsmen and mountaineers. Upon coming of age, every man makes his choice of weapon. The axe warrior is skilled in axe throwing, two weapon fighting, stealth and wilderness survival.

Brave axe warriors can become forest warriors. They use heavy scale armors and wear green cloaks. Forest warriors rely on their armors rather than stealth for protection.
-->Brave axe warriors can become forest warriors. They use heavy scale armor and wear green cloaks. Forest warriors rely on their armor rather than stealth for protection.

The inhabitants of the wilderness of Ulm are strong and proud. They are as resilient as the mountains and as strong as oaks. They live off the land and are skilled woodsmen and mountaineers. Upon coming of age every man makes his choice of weapon. Those who choose the sword are trained in two weapon fighting, stealth and wilderness survival.
-->The inhabitants of the wilderness of Ulm are strong and proud. They are as resilient as the mountains and as strong as oaks. They live off the land and are skilled woodsmen and mountaineers. Upon coming of age, every man makes his choice of weapon. Those who choose the sword are trained in two weapon fighting, stealth and wilderness survival.

Brave warriors can become mountain warriors. They use heavy scale armors and wear white cloaks. Mountain warriors rely on their armors rather than stealth for protection.
-->Brave warriors can become mountain warriors. They use heavy scale armor and wear white cloaks. Mountain warriors rely on their armor rather than stealth for protection.

Sons of smiths are trained from birth to fight with war mauls. Those who do not follow their father's trade become iron warriors, respected warriors with heavy armors and war mauls.
-->Sons of smiths are trained from birth to fight with war mauls. Those who do not follow their father's trade become iron warriors, respected warriors with heavy armor and war mauls.

The Warrior Chiefs are the martial rulers of the tribes of Ulm. Every tribe is led by a chieftain, a shaman and a smith. The chieftain rules in matters of war, the shaman in spiritual matters and the smith in judicial matters. Warrior Chiefs are skilled warriors and able commanders. They use heavy two-handed swords and scale mail armors.
-->The warrior chiefs are the martial rulers of the tribes of Ulm. Every tribe is led by a chieftain, a shaman and a smith. The chieftain rules in matters of war, the shaman in spiritual matters and the smith in judicial matters. Warrior chiefs are skilled warriors and able commanders. They use heavy two-handed swords and scale mail armor.

The warrior smiths are the rulers of the tribes of Ulm. Every tribe is led by a chieftain, a shaman and a smith. The chieftain rules in matters of war, the shaman in spiritual matters and the smith in judicial matters. They alone has mastered the enigma of steel and they make the weapons and armors used in the tribal wars. Smithing has become equivalent of making a sacrifice to the Lord and no other culture has developed such a skill in magical forging. Smiths are skilled in earth and other elemental magic.
-->The warrior smiths are the rulers of the tribes of Ulm. Every tribe is led by a chieftain, a shaman and a smith. The chieftain rules in matters of war, the shaman in spiritual matters and the smith in judicial matters. They alone have mastered the Enigma of Steel and they make the weapons and armor used in the tribal wars. Smithing has become equivalent of making a sacrifice to the Lord and no other culture has developed such skill in magical forging. Smiths are skilled in Earth and other Elemental magic.

Fatherless children are treated harshly in Ulm. They are kept as slaves and brought to the wheel of pain where they are forced to do heavy labor while exposed to the elements. Those few who survive are adopted by the shamen and given training by spirits of ancient swordsmen summoned by the shamen. Steel warriors are sacred and fight with great swords.
-->Fatherless children are treated harshly in Ulm. They are kept as slaves and brought to the Wheel of Pain where they are forced to do heavy labor while exposed to the elements. Those few who survive are adopted by the shamans and given training by spirits of ancient swordsmen summoned by the shamans. Steel Warriors are sacred and fight with great swords.

The warriors of Ulm are a superstitious lot afraid of magic and spirits. Fear of the spirit world and its inhabitants influence everyday life in the wild forests. Shamen are able to communicate with spirits of the dead and the wild and guide the warrior tribes in spiritual matters. All shamen have some skills in earth magic as the spirits of the mountains and the metals are the most important in Ulmic beliefs.
-->The warriors of Ulm are a superstitious lot, afraid of magic and spirits. Fear of the spirit world and its inhabitants influences everyday life in the wild forests. Shamans are able to communicate with spirits of the dead and the wild and guide the warrior tribes in spiritual matters. All shamans have some skills in Earth magic as the spirits of the mountains and the metals are the most important in Ulmic beliefs.

In the deep forests of Ulm stands sacred Irminsul, an immense black oak older than the forest itself. It is tended by antlered shamen, priests and spirit guides of the wild dressed in hides, bones and an antlered hood. The antlered shamen are the highest priests of Ulm, skilled in the magic of earth and nature. By watching signs in the great oak they divine the will of the forest and the awakening Lord. They are not often seen as they rarely venture far from the forest of Irminsul.
-->In the deep forests of Ulm stands sacred Irminsul, an immense black oak older than the forest itself. It is tended by antlered shamans, priests and spirit guides of the wild dressed in hides, bones and an antlered hood. The antlered shamans are the highest priests of Ulm, skilled in the magic of Earth and Nature. By watching signs in the Great Oak, they divine the will of the Forest and the awakening Lord. They are not often seen, as they rarely venture far from the Forest of Irminsul.

Warfare and strife is a way of life in Ulm, and women as well as men must be prepared to defend their village. Thus all women are trained in battle. Most of them use bows.
-->Warfare and strife is a way of life in Ulm and women, as well as men, must be prepared to defend their village. Thus all women are trained in battle. Most of them use bows.

Women who give up the prospect of rearing a family may choose to marry the spirits of war. These warrior maidens do not fight only to defend their village, but join their fellow men in conquest. Warrior maidens use scale cuirasses that give good protection and maneuverability.
-->Women who give up the prospect of rearing a family may choose to marry the spirits of war. These warrior maidens do not fight only to defend their village, but join their fellow men in conquest. Warrior maidens use scale cuirasses that give them good protection and maneuverability.

Some girls of exceptional bravery are trained in melee rather than archery. Shield maidens fight with shields and short swords, weapons not used by their fellow men. The use of shields was once despised in Ulm, but since the shield maidens came out victorious from a number of battles in which they were outnumbered they have become respected and is considered a force to be reckoned with.
-->Some girls of exceptional bravery are trained in melee combat rather than archery. Shield maidens fight with shields and short swords, weapons not used by their fellow men. The use of shields was once despised in Ulm, but since the shield maidens came out victorious from a number of battles in which they were outnumbered, they have become respected and are considered a force to be reckoned with.

Some girls of exceptional bravery are trained in melee rather than archery. Steel maidens are the most feared of all the warrior maidens. They are stealthy and fight with great skill and swiftness. Ever since a contingent of steel maidens surprised and slew an ermorian legion and their pontifex they have been declared eternal enemies of that nation.
-->Some girls of exceptional bravery are trained in melee combat rather than archery. Steel maidens are the most feared of all the warrior maidens. They are stealthy and fight with great skill and swiftness. Ever since a contingent of steel maidens surprised and slew an Ermorian legion and their Pontifex, they have been declared eternal enemies of that nation.

Eburhart came to sacred Irminsul when he was seven years old. He was an orphan and were on his way to the Wheel of Pain, when his master took a detour to consult the Antlered Shamen. When Eburhart approached the black oak it sprouted leaves. It was in the middle of the winter and the shamen were amazed at the portent. Eburhart was taken as an apprentice of the shamen and quickly surpassed them all. He has since become Guardian of the Tree, chosen by the awakening God. His skills in nature magic and priestly powers are unsurpassed in the kingdom.
-->Eburhart came to sacred Irminsul when he was seven years old. He was an orphan and he and his master were on their way to the Wheel of Pain, when his master took a detour to consult the Antlered Shamans. When Eburhart approached the Black Oak, it sprouted leaves. It was in the middle of the winter and the shamans were amazed at the portent. Eburhart was taken as an apprentice of the shamans and quickly surpassed them all. He has since become Guardian of the Tree, chosen by the awakening God. His skills in Nature magic and priestly powers are unsurpassed in the kingdom.

Athalwolf is an ancient shaman that have trained more Steel Warriors than any other shaman. After his favourite disciple, Hrodric, died protecting Athalwolf's granddaughter from an Ermorian senator, he sequestered himself in a damp cave for over a dozen years with ghosts as his only company. Only when he was approached by Warenheris, the son of his granddaughter and Hrodric, did he leave his sequestration. Athalwolf summoned seven ancestors including Hrodric, Warenheris' father, to give his great grandson unparalleled battle training. Now the two of them have parted, but Athalwolf is once again training Steel Warriors with the aid of ancestors.
-->Athalwolf is an ancient shaman who has trained more Steel Warriors than any other shaman. After his favourite disciple, Hrodric, died protecting Athalwolf's granddaughter from an Ermorian senator, he sequestered himself in a damp cave for over a dozen years with ghosts as his only company. Only when he was approached by Warenheris, the son of his granddaughter and Hrodric, did he leave his seclusion. Athalwolf summoned seven ancestors, including Hrodric, Warenheris' father, to give his great-grandson unparalleled battle training. Now the two of them have parted, but Athalwolf is once again training Steel Warriors with the aid of the ancestors.

Warenheris is the great grandson of Athalwolf, the maker of heroes. His father died protecting Warenheris' mother from an Ermorian senator. Athalwolf was led to believe that his grand daughter and Hrodric were both killed and sequestered himself. When Warenheris was twelve years old he left his home in search for his great grandfather. When the two finally met, Athalwolf left his sequestration and summoned seven ancestor spirits, including the ghost of Hrodric, to teach Warenheris the art of Steel. Warenheris is now the most skilled warrior in Ulm and has become a living legend. His strength and battle prowess are formidable and the warrior smiths have given him an enchanted sword of sharpness.
-->Warenheris is the great-grandson of Athalwolf, the Maker of Heroes. His father, Hrodric, died protecting Warenheris' mother from an Ermorian senator. Athalwolf was led to believe that his granddaughter and Hrodric were both killed and sequestered himself. When Warenheris was twelve years old, he left his home in search for his great-grandfather. When the two finally met, Athalwolf left his seclusion and summoned seven ancestor spirits, including the ghost of Hrodric, to teach Warenheris the art of Steel. Warenheris is now the most skilled warrior in Ulm and has become a living legend. His strength and battle prowess are formidable and the warrior smiths have given him an enchanted sword of sharpness.

The Militia of Atlantis wield poisonous coral spears.
-->The militia of Atlantis wield poisonous coral spears.

The Shield Wielders of Atlantis wield poisonous coral spears and carry turtle-shell shields for protection.
-->The shield bearers of Atlantis wield poisonous coral spears and carry turtle-shell shields for protection.

The infantry of Atlantis wield poisonous coral spears. Their coral cuirasses are covered by poisonous spikes, protecting the wearer from short weapons such as daggers or claws. They carry turtle-shell shields and coral caps for extra protection.
-->The infantry of Atlantis wield poisonous coral spears. Their coral cuirasses are covered by poisonous spikes, protecting the wearer from short weapons such as daggers or claws. They carry turtle-shell shields and wear coral caps for extra protection.

The Reef Warriors are elite Atlantians trained in coastal coral reefs. They are quicker and more agile than most other atlantians and are called upon when war against the landlubbers is at hand. Reef Warriors can be recruited in coastal forts.
-->The reef warriors are elite Atlantians trained in coastal coral reefs. They are quicker and more agile than most other Atlantians and are called upon when war against the landlubbers is at hand. Reef warriors can be recruited in coastal forts.

The Coral Guard are the elite of the Atlantian army. They are rigorously trained and are equipped with heavy coral armors.
-->The Coral Guard are the elite of the Atlantian army. They are rigorously trained and are equipped with heavy coral armor.

Shamblers are Atlantians grown to huge proportions. They use claws or clubs made from Atlantian corals in combat and do not normally don armor since it tends to be cumbersome. The Shamblers have lived long enough to grow accustomed to the comforts of life and do not join armies unless heavily paid. Shamblers are very strong and do not fear shorter beings.
-->Shamblers are Atlantians grown to huge proportions. They use claws or clubs made from Atlantian corals in combat and do not normally don armor since it tends to be cumbersome. The shamblers have lived long enough to grow accustomed to the comforts of life and do not join armies unless heavily paid. Shamblers are very strong and do not fear shorter beings.

War Shamblers are Shamblers armed with turtle-shell shields, coral glaives and shark skin armors. They are trained in combat and are fierce warriors.
-->War shamblers are shamblers equipped with turtle-shell shields, coral glaives and sharkskin armor. They are trained in combat and are fierce warriors.

The Mother Guards of Atlantis are Coral Guards grown to huge proportions. They combine the rigorous military training of Coral Guards with the physical strength of the Shamblers. These Shamblers have been armed with the glaive of the War Shamblers and the coral armor of the Coral Guard. The Mother Guards are the honorary guards of a Coral Queen. They are sacred troops and can be blessed by the Queen.
-->The Mother Guards of Atlantis are Coral Guards grown to huge proportions. They combine the rigorous military training of Coral Guards with the physical strength of the shamblers. These shamblers have been armed with the glaive of the war shamblers and the coral armor of the Coral Guard. The Mother Guards are the honorary guards of a Coral Queen. They are sacred troops and can be blessed by the Queen.

The War Lobster is a huge Lobster mounted by an Atlantian spearman. The Lobster is steered by small coral shards inserted under its shell. When the rider dies, the Lobster is capable of free movement, and since it can trample smaller beings, it becomes a threat to friends as well as enemies. War Lobsters cannot leave water for the extended periods of time needed for battle campaigns.
-->The war lobster is a huge lobster mounted by an Atlantian spearman. The lobster is steered by small coral shards inserted under its shell. When the rider dies, the lobster is capable of free movement and since it can trample smaller beings, it becomes a threat to friends as well as enemies. War lobsters cannot leave water for the extended periods of time needed for battle campaigns.

When the Basalt Queens died the Mothers of the Deep succeeded them as religious leaders of the Atlantian society. Huge and ancient they wield the holy power of their God. They alone remembers the ancient rites and traditions of the Basalt Queens and don't allow any lesser priests but their chosen Consorts. They seldom leave their coral temples unless accompanied by Mother Guards. The Coral Queens are ancient Atlantians of the deeps recognizable by their dark skin.
-->When the Basalt Queens died, the Mothers of the Deep succeeded them as religious leaders of the Atlantian society. Huge and ancient, they wield the holy power of their God. They alone remember the ancient rites and traditions of the Basalt Queens and don't allow any lesser priests but their chosen consorts. They seldom leave their coral temples unless accompanied by Mother Guards. The Coral Queens are ancient Atlantians of the deeps, recognizable by their dark skin.

The Coral Queens sometimes grant priestly authority to prominent Mother Guards. These are given the opportunity to serve their Queen Mother as commander consorts leading the Atlantian armies into battle.
-->The Coral Queens sometimes grant priestly authority to prominent Mother Guards. These are given the opportunity to serve their Queen Mother as commander consorts leading the Atlantian armies into battle.

With the demise of the Basalt Kings the Mages of the Deep could seize power. With the Basalt City abandoned they created the Coral Towers and called themselves Kings of the Deep. These ancient Atlantians have studied the secrets of the depths in the Coral Towers for ages and some of them even remember the secrets of the Basalt City. They excel at Water magic and are often proficient in other magic Paths as well. The King of the Deep is able to grant others the ability breathe water and can safely lead a handful of landlubbers into the sea.
-->With the demise of the Basalt Kings, the Mages of the Deep could seize power. With the Basalt City abandoned, they created the Coral Towers and called themselves Kings of the Deep. These ancient Atlantians have studied the secrets of the depths for ages in the Coral Towers and some of them even remember the secrets of the Basalt City. They excel at Water magic and are often proficient in other magic paths as well. The King of the Deep is able to grant others the ability breathe water and can safely lead a handful of landlubbers into the sea.

Seal Hunter are used in warfare as light infantry armed with harpoons and spears. Seal Hunters are Atlantians of the Frozen Sea and have partial resistance to cold. Atlantians are amphibious.
-->Seal Hunters are used in warfare as light infantry armed with harpoons and spears. Seal Hunters are Atlantians of the Frozen Sea and have partial resistance to cold. Atlantians are amphibious.

Since the Angakut learned the techniques of ice crafting from Caelian captives, enchanted ice have been used to craft armors and weapons. Atlantians of the Frozen Seas are resistant to cold and can comfortably wear ice armors. Snow Warriors are medium infantry armed with ice cuirasses and ice lances or ice glaives. The ice cuirass tempers and hardens in cold climates.
-->Since the Angakut learned the techniques of ice crafting from Caelian captives, enchanted ice has been used to craft armor and weapons. Atlantians of the Frozen Seas are resistant to cold and can comfortably wear ice armor. Snow warriors are medium infantry equipped with ice cuirasses and ice lances or ice glaives. The ice cuirass tempers and hardens in cold climates.

Since the Angakut learned the techniques of ice crafting from Caelian captives, enchanted ice have been used to craft armors and weapons. Atlantians of the Frozen Seas are resistant to cold and can comfortably wear ice armors. Ice Warriors are heavy infantry armed with ice hauberks, ice lances and ice aegoi. The ice hauberk tempers and hardens in cold climates.
-->Since the Angakut learned the techniques of ice crafting from Caelian captives, enchanted ice has been used to craft armor and weapons. Atlantians of the Frozen Seas are resistant to cold and can comfortably wear ice armor. Ice warriors are heavy infantry equipped with ice hauberks, ice lances and ice aegis shields. The ice hauberk tempers and hardens in cold climates.

Since the Angakut learned the techniques of ice crafting from Caelian captives, enchanted ice have been used to craft armors and weapons. Atlantians of the Frozen Seas are resistant to cold and can comfortably wear ice armors. The Ice Guard are elite infantry and guardians of the Ice Floe City.
-->Since the Angakut learned the techniques of ice crafting from Caelian captives, enchanted ice has been used to craft armor and weapons. Atlantians of the Frozen Seas are resistant to cold and can comfortably wear ice armor. The Ice Guard are elite infantry and guardians of the Ice Floe City.

The Snow Captain is a commander of the Atlantian army. They are armed with magical Ice Glaives and ice cuirasses.
-->The Snow Captains are commanders of the Atlantian army. They are armed with magical ice glaives and wear ice cuirasses.

The Ice Captain is a commander of the Ice Guard. They are armed with magical Ice Glaives and ice hauberks.
-->The Ice Captains are commanders of the Ice Guard. They are armed with magical ice glaives and wear ice hauberks.

The Arssartut get their name from the restless dead thought to play ball with skulls of the dead. The Arssartut are sacred guardians of the bone fields of the Forsaken Coast. They serve the awakening God and arrange the bones in divine patterns. Arssartut craft armors and weapons from the sacred bones. Their Bone Glaives are holy and filled with the power of the awakening God, draining the strength of anyone wounded by them.
-->The Arssartut get their name from the restless dead thought to play ball with skulls of the dead. The Arssartut are sacred guardians of the bone fields of the Forsaken Coast. They serve the awakening God and arrange the bones in divine patterns. Arssartut craft armor and weapons from the sacred bones. Their bone glaives are holy and filled with the power of the awakening God, draining the strength of anyone wounded by them.

With the destruction of the Atlantian empire the oldest fought bravest. The Mother Guards all perished defending their Queens and most War Shamblers died as well. A few Shamblers survived or fled the destruction and hid in isolated areas for a long time. When they finally were discovered by the Angakut they were brought to the Coast of Ice and Bone to atone for their cowardice. Despised and ridiculed by the younger Atlantians who never witnessed the destruction of Old Atlantis the Mournful do their best to serve their lords. The mournful are Atlantians of the old kingdom and are not resistant to cold. They are given cuirasses made of bone instead of ice.
-->With the destruction of the Atlantian empire, the oldest fought bravest. The Mother Guards all perished defending their Queens and most war shamblers died as well. A few shamblers survived or fled the destruction and hid in isolated areas for a long time. When they were finally discovered by the Angakut, they were brought to the Coast of Ice and Bones to atone for their cowardice. Despised and ridiculed by the younger Atlantians who never witnessed the destruction of Old Atlantis, the Mournful do their best to serve their lords. The Mournful are Atlantians of the old kingdom and are not resistant to cold. They are given cuirasses made of bone instead of ice.

The Tent Owner is a lowly chief and a leader of seal hunting parties. Owning a tent is the sign of several successful hunts and with it comes respect and the right to own mates. Tent Owners are stealthy and are often sent to scout on the inlanders.
-->The tent qwner is a lowly chief and a leader of seal hunting parties. Owning a tent is the sign of several successful hunts and with it comes respect and the right to own mates. Tent owners are stealthy and they are often sent to scout on the inlanders.

The tungalik is an Atlantian Shaman and servant of the Angakut. They dress in seal skins and adorn themselves with bones and horns of dead animals. Every group of Tent Owners follow a Tungalik who guides them in spiritual matters.
-->The Tungalik is an Atlantian shaman and servant of the Angakut. They dress in seal skins and adorn themselves with the bones and horns of dead animals. Every group of tent owners follow a Tungalik who guides them in spiritual matters.

With the growing power of R'lyeh, the Deep Seers warned the Kings of the Deep of the growing danger. Few of the Kings would listen and thus Atlantis perished. But there were a few who had heeded the warning and searched for a refuge, should the Coral Towers fall. At a frozen coast littered with bones, the Kings of the Deep struck a pact with the awakening God of the forsaken coast. They swore to become priests of that emerging God, and in return, the God would lead them back into the sea. A new culture formed, and the Kings of the Deep became priest mages, Angakut, of the frozen seas. The Angakut are powerful mages of Water and Death magic. Their powers over the frozen sea lets them craft cities and vessels of ice and can bring armies with them across the oceans.
-->With the growing power of R'lyeh, the Deep Seers warned the Kings of the Deep of the growing danger. Few of the Kings would listen and thus Atlantis perished. But there were a few who had heeded the warning and searched for a refuge, should the Coral Towers fall. At a frozen coast littered with bones, the Kings of the Deep struck a pact with the awakening God of the Forsaken Coast. They swore to become priests of that emerging God and in return, the God would lead them back into the sea. A new culture formed and the Kings of the Deep became priest-mages, Angakut, of the Frozen Seas. The Angakut are powerful mages of Water and Death magic. Their powers over the Frozen Sea let them craft cities and vessels of ice and they can bring armies with them across the oceans.

Sialuk is an Kivigtok, someone who have fled civilization for a solitary life in the wild and acquired supernatural powers. Sialuk was once a famous Arssartut. In a military campaign against a raiding army of Caelian Iceclads, his whole company was surprised and slaughtered. He awoke beneath the corpses of his fellow Arssartut and returned in shame. An ancient Angakok called him a coward and traitor and Sialuk left for the wild. He has occasionally been seen by seal hunters, but has avoided contact until now. One day the Angakok who scorned Sialuk died mysteriously, and soon thereafter, Sialuk returned astride a Tupilak monstrosity. Sialuk has now been given command over the Arssartut.
-->Sialuk is an Kivigtok, someone who has fled civilization for a solitary life in the wild and acquired supernatural powers. Sialuk was once a famous Arssartut. In a military campaign against a raiding army of Caelian Iceclads, his whole company was surprised and slaughtered. He awoke beneath the corpses of his fellow Arssartut and returned in shame. An ancient Angakok called him a coward and traitor and Sialuk left for the wild. He has occasionally been seen by seal hunters, but has avoided contact until now. One day the Angakok who scorned Sialuk died mysteriously and soon thereafter, Sialuk returned astride a Tupilak monstrosity. Sialuk has now been given command over the Arssartut.

Reef Dwellers are pale green Atlantians of shallow waters. They live on coral reefs and have developed coral crafting to make weapons and armors. The Reef Dwellers have found a new purpose as conquerors of coastal provinces. Reef Dwellers can be recruited in coastal castles.
-->Reef dwellers are pale green Atlantians of shallow waters. They live on coral reefs and have developed coral crafting to make weapons and armor. The reef dwellers have found a new purpose as conquerors of coastal provinces. Reef dwellers can be recruited in coastal castles.

The Coral Priest is a priest of the Reef Dwellers. As the Reef Dwellers are regarded with some suspicion, they are not allowed any greater religious authority. They have the soft pale green skin of the Reef Dwellers. Coral Priests can be recruited in coastal castles.
-->The Coral Priest is a priest of the reef dwellers. As the reef dwellers are regarded with some suspicion, they are not allowed any greater religious authority. They have the soft pale green skin of the reef dwellers. Coral Priests can be recruited in coastal castles.

The soldiers of the emerging Atlantian nation use spears made of bone and the teeth of large fish, or sea dwelling monsters. Their armors are made of tough shark skin.
-->The soldiers of the emerging Atlantian nation use spears made of bone and the teeth of large fish or sea dwelling monsters. Their armor is made of tough sharkskin.

With the recent development of coral crafting by the Reef Dwellers, a new elite force has been formed. The Coral Guard are War Shamblers armed in full coral armor made by the Reef Dwellers. Their coral armors are covered by poisonous spikes, protecting the wearer from short weapons, such as daggers or claws.
-->With the recent development of coral crafting by the reef dwellers, a new elite force has been formed. The Coral Guard are war shamblers armed in full coral armor made by the reef dwellers. Their coral armor is covered by poisonous spikes, protecting the wearer from short weapons such as daggers or claws.

The Atlantian race is an adaptable one. In the deepest gorges of the sea, a breed of Atlantians have evolved that resemble deep sea fish more than toads. These Deep Ones are physically stronger and have high resistance to the elements than the other Atlantians, but they have less developed mental faculties. Deep Ones have huge maws and a glowing antenna in their face.
-->The Atlantian race is an adaptable one. In the deepest gorges of the sea, a breed of Atlantians has evolved that resembles deep sea fish more than toads. These Deep Ones are physically stronger than the other Atlantians and they have higher resistance to the Elements, but their mental faculties are less developed. Deep Ones have huge maws and a glowing antenna in their faces.

The Atlantian race is an adaptable one. In the deepest gorges of the sea, a breed of Atlantians have evolved that resemble deep sea fish. These Deep Ones are physically stronger and have high resistance to the elements than the other Atlantians, but they have less developed mental faculties. Deep Ones have huge maws and a glowing antenna in their face. Deep One Spearmen are armed with enchanted basalt spears created by the Basalt Kings.
-->The Atlantian race is an adaptable one. In the deepest gorges of the sea, a breed of Atlantians has evolved that resembles deep sea fish. These Deep Ones are physically stronger than the other Atlantians and have higher resistance to the Elements, but their mental faculties are less developed. Deep Ones have huge maws and a glowing antenna in their faces. Deep One spearmen are armed with enchanted basalt spears created by the Basalt Kings.

The Atlantian race is an adaptable one. In the deepest gorges of the sea, a breed of Atlantians have evolved that resemble deep sea fish more than toads. These Deep Ones are physically stronger and have high resistance to the elements than the other Atlantians, but they have less developed mental faculties. Deep Ones have huge maws and a glowing antenna in their face. Shamblers of the Deep are Deep Ones grown in size and malice.
-->The Atlantian race is an adaptable one. In the deepest gorges of the sea, a breed of Atlantians has evolved that resembles deep sea fish more than toads. These Deep Ones are physically stronger than the other Atlantians and have higher resistance to the Elements, but their mental faculties are less developed. Deep Ones have huge maws and a glowing antenna in their faces. Shamblers of the Deep are Deep Ones grown in size and malice.

Warriors of the Deep are Shamblers of the Deep, armed with turtle-shell shields and enchanted basalt spears created by the Basalt Kings.
-->Warriors of the Deep are shamblers of the Deep, equipped with turtle-shell shields and enchanted basalt spears created by the Basalt Kings.

The Living Pillars are sacred guardians of the Basalt City. They are armed with turtle-shell shields, enchanted basalt spears, and incredibly heavy basalt armors enchanted by the Basalt Kings. The Living Pillars stand guard at the five gates of the city and could easily be mistaken for statues, were it not for their glowing antennae. The Living Pillars are rarely seen outside the city and when they are, they are most likely accompanying a Basalt King or Queen.
-->The Living Pillars are sacred guardians of the Basalt City. They are equipped with turtle-shell shields, enchanted basalt spears and incredibly heavy basalt armor enchanted by the Basalt Kings. The Living Pillars stand guard at the five gates of the city and could easily be mistaken for statues, were it not for their glowing antennae. The Living Pillars are rarely seen outside the city and when they are, they are most likely accompanying a Basalt King or Queen.

The Mages of the Deep are shambler mages and the predecessors of the Kings of the Deep of later times. They are not nearly as powerful as the Basalt Kings and should one get too powerful, he would probably be killed. The Shambler Mages use a slightly wider spectra of magic then the Basalt Kings. The Shambler Mages have the ability to grant water-breathing abilities to a few followers.
-->The Mages of the Deep are shambler mages and the predecessors of the Kings of the Deep of later times. They are not nearly as powerful as the Basalt Kings and should one get too powerful, he would probably be killed. The shambler mages use a slightly wider spectrum of magic then the Basalt Kings. The Mages of the Deep have the ability to grant water-breathing abilities to a few followers.

The Mothers of the Deep are Shambler priestesses and the predecessors of the Coral Queens of later times. They are not as powerful as the Basalt Queens, but serve the growing nation and lead the cult in shallow waters.
-->The Mothers of the Deep are shambler priestesses and the predecessors of the Coral Queens of later times. They are not as powerful as the Basalt Queens, but serve the growing nation and lead the cult in shallow waters.

The Basalt City is ruled by the Basalt Queens and their consorts. The rulership is divided between the priestess queens and the mage kings, but the actual leadership of the emerging nation is a matter for the Basalt Queens; the kings sequester themselves staring into the Dark Crystal at the bottom of the gorge in the center of the city. The Basalt Queens rarely concern themselves with matters outside the Basalt City, and few have ever been seen except during stormy nights on the docks of isolated villages. Religious matters outside the Basalt City are left to the Mothers of the Deep
-->The Basalt City is ruled by the Basalt Queens and their consorts. The rulership is divided between the priestess queens and the mage kings, but the actual leadership of the emerging nation is a matter for the Basalt Queens. The Basalt Kings sequester themselves, staring into the Dark Crystal at the bottom of the gorge in the center of the city. The Basalt Queens rarely concern themselves with matters outside the Basalt City and few have ever been seen except during stormy nights on the docks of isolated villages. Religious matters outside the Basalt City are left to the Mothers of the Deep.

The Basalt City is ruled by the Basalt Queens and their consorts. The rulership is divided between the priestess queens and the mage kings. The Kings however, rarely concern themselves with political matters and spend most of their time staring into the Dark Crystal at the bottom of the gorge in the center of the city. In the pale light of the Basalt Kings' antennae, shades and movements can be seen in the Crystal. What this means is unknown to all but the Kings themselves. The Basalt Kings are masters of Earth magic and were the ones who erected the pillars and and halls of the city. They enchant the stone of the city to make artifacts, weapons, and armors for the Deep Ones..
-->The Basalt City is ruled by the Basalt Queens and their consorts. The rulership is divided between the priestess queens and the mage kings. The Kings however, rarely concern themselves with political matters and spend most of their time staring into the Dark Crystal at the bottom of the gorge in the center of the city. In the pale light of the Basalt Kings' antennae, shades and movements can be seen in the Crystal. What this means is unknown to all but the Kings themselves. The Basalt Kings are masters of Earth magic and were the ones who erected the pillars and and halls of the city. They enchant the stone of the city to make artifacts, weapons and armor for the Deep Ones.

Deep in the Smouldercone, the warlocks of Abysia experiment with their brethren to create genetically superior beings. The Humanbred are the result of one such experiment. The Humanbred breed and grow quickly, making them useful in warfare. They share the Abysian resistance to heat, but their flesh is cooler and they can wear leather armor. The Humanbred are a blessing to Abysian society and serve as slaves and light infantry.
-->Deep in the Smouldercone, the warlocks of Abysia experiment with their brethren to create superior beings. The Humanbreds are the result of one such experiment. The Humanbreds breed and grow quickly, making them useful in warfare. They share the Abysian resistance to heat, but their flesh is cooler and they can wear leather armor. The Humanbreds are a blessing to Abysian society and serve as slaves and light infantry.

The Abysians are a race of hellish humans with magma bodies. They radiate a furnace-like heat and are impervious to all forms of fire, but are vulnerable to cold. The chill of winter slows them down and lowers their morale. Abysian infantry use heavy iron armor and heavy weapons that will not burn away in their smoldering hands.
-->The Abysians are a race of hellish humanoids with magma bodies. They radiate a furnace-like heat and are impervious to all forms of fire, but are vulnerable to cold. The chill of winter slows them down and lowers their morale. Abysian infantry use heavy iron armor and heavy weapons that will not burn away in their smouldering hands.

The human blood has grown strong in the Abysian society, and the Halfbreeds are no longer mere slaves. Now most of the army consists of Humanbreds since the pure Abysians are dwindling in number. The Light Infantry are a new type of troop for Abysia; they use wooden weapons and light armor that the pure Abysians are unable to use, due to their extremely hot bodies.
-->The human blood has grown strong in the Abysian society and the halfbreeds are no longer mere slaves. Now most of the army consists of Humanbreds since the pure Abysians are dwindling in number. The light infantry are a new type of troop for Abysia; they use wooden weapons and light armor that the pure Abysians are unable to use due to their extremely hot bodies.

The human blood has grown strong in the Abysian society, and the Halfbreeds are no longer mere slaves. Now most of the army consists of Humanbreds since the pure Abysians are dwindling in number. The Axe Throwers are a new type of troop for Abysia; they use throwing axes and wield round shields that are less cumbersome than the regular towershields.
-->The human blood has grown strong in the Abysian society and the halfbreeds are no longer mere slaves. Now most of the army consists of Humanbreds since the pure Abysians are dwindling in number. The axe throwers are a new type of troop for Abysia; they use throwing axes and carry round shields that are less cumbersome than the regular tower shields.

The human blood has grown strong in the Abysian society, and the Halfbreeds are no longer mere slaves. Now most of the army consists of Humanbreds since the pure Abysians are dwindling in number. The Heavy Infantry use the traditional metal armor and heavy weapons of Abysia.
-->The human blood has grown strong in the Abysian society and the halfbreeds are no longer mere slaves. Now most of the army consists of Humanbreds since the pure Abysians are dwindling in number. The heavy infantry use the traditional metal armor and heavy weapons of Abysia.

These days, even Humanbreds have the chance to become officers in the Abysian army if they show themselves worthy. All the lower officers in the Abysian army are now Humanbreds, and the pure Abysians in the army are mostly priests and mages.
-->These days, even Humanbreds have the chance to become officers in the Abysian army if they show themselves worthy. All the lower officers in the Abysian army are now Humanbreds and the pure Abysians in the army are mostly priests and mages.

With the dilution of the blood, pureblooded Abysians have become exceedingly rare. The remaining Abysians are highly respected and considered holy to the Humanbred Abysians. They are trained in the temple of the ever-burning Pyre as priests or sacred warriors. Guardians of the Pyre are pureblooded Abysians and radiate heat.
-->With the dilution of the blood, pureblooded Abysians have become exceedingly rare. The remaining Abysians are highly respected and considered holy to the Humanbred Abysians. They are trained in the Temple of the Ever-burning Pyre as priests or sacred warriors. Guardians of the Pyre are pureblooded Abysians and radiate heat.

When the Humanbred population was granted freedom, at first they were only allowed to get lowly positions in the society, but with growing influence came demands for positions of power. Now pureblooded Abysians are rare, and Humanbreds are allowed to become priests. In order to keep the higher priestly ranks restricted, a new priestly caste called the Anathemant Newts was formed. These are Humanbred Fire priests of limited powers. The Newts have grown in numbers and now compose much of the Abysian clergy.
-->When the Humanbred population was granted freedom, at first they were only allowed to get lowly positions in the society, but with growing influence came demands for positions of power. Now pureblooded Abysians are rare and Humanbreds are allowed to become priests. In order to keep the higher priestly ranks restricted, a new priestly caste called the Anathemant Newts was formed. These are Humanbred Fire priests of limited powers. The Newts have grown in numbers and now compose much of the Abysian clergy.

With the magic heat of the Smouldercone seeping from the land, the anathemants are looking for other sources of power. The ancient practice of blood sacrifices was renewed and a new order of anathemants was formed. Sanguine Acolytes are humanbred members of the newly formed priestly order. They are in charge of the collection of blood slaves.
-->With the magic heat of the Smouldercone seeping from the land, the Anathemants are looking for other sources of power. The ancient practice of blood sacrifice was renewed and a new order of Anathemants was formed. Sanguine Acolytes are Humanbred members of the newly formed priestly order. They are in charge of the collection of blood slaves.

With the magic heat of the Smouldercone seeping from the land the anathemants are looking for other sources of power. The ancient practice of blood sacrifices was renewed and a new order of anathemants was formed. Only pure blood abysians are allowed to gain full priestly status in the order. The Sanguine Anathemants have the priestly powers of the regular anathemants and are in charge of the growing blood cult. They have limited skills in fire magic.
-->With the magic heat of the Smouldercone seeping from the land, the Anathemants are looking for other sources of power. The ancient practice of blood sacrifice was renewed and a new order of Anathemants was formed. Only pureblood Abysians are allowed to gain full priestly status in the order. The Sanguine Anathemants have the priestly powers of the regular Anathemants and are in charge of the growing Blood Cult. They have limited skills in Fire magic.

With the weakening of the flame there are no more Burning Ones born, and Lava Warriors have replaced them as sacred warriors. Lava Warriors are the elite of the Abysian war machine. They are driven by an anger that turns into blind, berserk rage when they are wounded. These elite warriors train in the lava pits of the Smouldercone and are able to draw strength from the heat. They are very powerful in warm provinces, but cold will break down their great strength. Lava Warriors are armed with two morning stars and serve the Anathemants without fear.
-->With the weakening of the Flame there are no more Burning Ones born and Lava Warriors have replaced them as sacred warriors. Lava Warriors are the elite of the Abysian war machine. They are driven by an anger that turns into blind, berserk rage when they are wounded. These elite warriors train in the lava pits of the Smouldercone and are able to draw strength from the heat. They are very powerful in warm provinces, but cold will break down their great strength. Lava Warriors are armed with twin morning stars and serve the Anathemants without fear.

Salamanders are fiery lizards born in the lava pits of Abysia. Their flesh glows, and flames lick their bodies. When injured, the Salamander can erupt in a blazing ball of heat and flames. This attack exhausts the lizard, but will surely kill unprotected humans. Special trainers armed with iron prods, drive the Salamanders into battle.
-->Salamanders are fiery lizards born in the lava pits of Abysia. Their flesh glows and flames lick their bodies. When injured, the salamander can erupt in a blazing ball of heat and flames. This attack exhausts the lizard, but will surely kill unprotected humans. Special trainers armed with iron prods drive the salamanders into battle.

Warlords are the warrior chiefs of Abysian society and radiate the hellish heat characteristic of their race. They lead the Abysians in war and plunder. Warlords are chosen on the basis of superior strength and fighting prowess. They are large in size and strong enough to use two axes in battle. Since the Warlords fight their way to prominence, they are respected and feared by their troops.
-->Warlords are the warrior chiefs of Abysian society and radiate the hellish heat characteristic of their race. They lead the Abysians in war and plunder. Warlords are chosen on the basis of superior strength and fighting prowess. They are large in size and strong enough to use twin axes in battle. Since the Warlords fight their way to prominence, they are respected and feared by their troops.

The Warmaster is a Warlord who has achieved prophet status. The immense strength and ferocity of the Warmaster is feared by Abysians and humans alike.
-->The Warmaster is a Warlord who has achieved Prophet status. The immense strength and ferocity of the Warmaster is feared by Abysians and humans alike.

Beast Trainers are entrusted with the task of taming and training Salamanders for battle. They are armed with iron prods which they use to drive the Salamanders. The Beast Trainers also have a mystical power that keep animals from attacking them, making them very useful for dealing with wild beasts such as Salamanders or Scorpion Beasts.
-->Beast trainers are entrusted with the task of taming and training salamanders for battle. They are armed with iron prods, which they use to drive the salamanders. The beast trainers also have a mystical power that keep animals from attacking them, making them very useful for dealing with wild beasts such as salamanders or scorpion beasts.

The authority of the Abysian Warlords is limited to acts of war. In all other matters, Abysia is ruled by the Anathemants. Anathemant Salamanders are the holy priests of the Abysian faith. Anathemants excel in Fire magic and use fire not only to incinerate infidels, but also to feed the anger inherent in the hearts of all Abysian warriors. The Anathemants practice human sacrifice to empower their master's Dominion by the magic inherent in human blood. Anathemant Salamanders are Abysians and radiate the hellish heat characteristic of their race.
-->The authority of the Abysian Warlords is limited to acts of war. In all other matters, Abysia is ruled by the Anathemants. Anathemant Salamanders are the holy priests of the Abysian faith. Anathemants excel in Fire magic and use fire not only to incinerate infidels, but also to feed the anger inherent in the hearts of all Abysian warriors. The Anathemants practice human sacrifice to empower their Master's Dominion by the magic inherent in human blood. Anathemant Salamanders are Abysians and radiate the hellish heat characteristic of their race.

The caste of Anathemants are led by exalted Fire mages known as Dragons. These sacral mages administer the procession, ceremonies, and sacrifices in the Temple of the All-Consuming Flame. They are revered and feared by all Abysians except the Warlocks of Smouldercone. Anathemant Dragons are Abysians and radiate the hellish heat characteristic of their race.
-->The caste of Anathemants are led by exalted Fire mages known as Dragons. These sacral mages administer the procession, ceremonies, and sacrifices in the Temple of the All-Consuming Flame. They are revered and feared by all Abysians except the Warlocks of Smouldercone. Anathemant Dragons are Abysians and radiate the hellish heat characteristic of their race.

The Warlocks of the Smouldercone are Blood mages of great renown. They experiment with the summoning and binding of otherworldly beings and the creation of new species. Their most successful experimental achievements to date, are the Demonbreds. The Warlocks are the true masters of Abysia, but rarely dabble in politics. Warlocks are Abysians and radiate the hellish heat characteristic of their race.
-->The Warlocks of Smouldercone are Blood mages of great renown. They experiment with the summoning and binding of otherworldly beings and the creation of new species. Their most successful experimental achievements to date are the Demonbreds. The Warlocks are the true masters of Abysia, but rarely dabble in politics. Warlocks are Abysians and radiate the hellish heat characteristic of their race.

In the Smouldercone, young and promising Abysians are trained in Blood magic. The Apprentices are much feared, as they often carry out the task of collecting young virgins for their masters' sacrifices. Warlock Apprentices are Abysians and radiate the hellish heat characteristic of their race.
-->In the Smouldercone, young and promising Abysians are trained in Blood magic. The apprentices are much feared, as they often carry out the task of collecting young virgins for their masters' sacrifices. Warlock apprentices are Abysians and radiate the hellish heat characteristic of their race.

Deep in the Smouldercone, the Warlocks of Abysia experiment with their brethren to create genetically superior beings. The Demonbreds are the most successful of these creatures. Part demon, part Abysian, they share the strengths and weaknesses of both. The Demonbreds are bound by their nature to serve their masters as slaves. Trained as Anathemants and mages, they can achieve great status and influence. They are fanatically loyal to their masters and are the most trusted and able of the Abysian mages. Demonbreds radiate the hellish heat characteristic of Abysians.
-->Deep in the Smouldercone, the Warlocks of Abysia experiment with their brethren to create superior beings. The Demonbreds are the most successful of these creatures. Part demon, part Abysian, they share the strengths and weaknesses of both. The Demonbreds are bound by their nature to serve their masters as slaves. Trained as Anathemants and mages, they can achieve great status and influence. They are fanatically loyal to their masters and are the most trusted and able of the Abysian mages. Demonbreds radiate the hellish heat characteristic of Abysians.

Deep in the Smouldercone, the Warlocks of Abysia experiment with their brethren to create superior beings. The Demonbreds are the most successful of these creatures. Part demon, part Abysian, they share the strengths and weaknesses of both. The Demonbreds are bound by their nature to serve their masters as slaves. Trained as assassins they deliver death to the enemies of their warlock masters. Demonbreds radiate the hellish heat characteristic of Abysians.
-->Deep in the Smouldercone, the Warlocks of Abysia experiment with their brethren to create superior beings. The Demonbreds are the most successful of these creatures. Part demon, part Abysian, they share the strengths and weaknesses of both. The Demonbreds are bound by their nature to serve their masters as slaves. Trained as assassins, they deliver death to the enemies of their Warlock masters. Demonbreds radiate the hellish heat characteristic of Abysians.

Deep in the Smouldercone, the Warlocks of Abysia experiment with their brethren to create superior beings. The Misbreds are defect and misformed Demonbreds. The Misbreds are bound by their nature to serve their masters as slaves. While the demonbreds are trained as assassins the Misbreds are given purpose in life by the axe they wield. Misbreds radiate the hellish heat characteristic of Abysians.
-->Deep in the Smouldercone, the Warlocks of Abysia experiment with their brethren to create superior beings. The Misbreds are defective and malformed Demonbreds. The Misbreds are bound by their nature to serve their masters as slaves. While the Demonbreds are trained as assassins the Misbreds are given purpose in life by the axe they wield. Misbreds radiate the hellish heat characteristic of Abysians.

The first Abysians sprung from the fires of Rhuax were large magmatic beings, barely resembling humans at all. Slowly these monstrosities developed into humanoids. With every generation the fires of Rhuax cooled in their bodies and the flaming Children of Rhuax became smoldering Abysians. The Burning One is an Abysian of prominent heritage claiming succession from the Children of Rhuax. The Burning Ones are surrounded by flames and most of them are trained as priests or sacred warriors.
-->The first Abysians sprung from the Fires of Rhuax were large magmatic beings, barely resembling humans at all. Slowly these monstrosities developed into humanoids. With every generation the Fires of Rhuax cooled in their bodies and the flaming Children of Rhuax became smouldering Abysians. The Burning One is an Abysian of prominent heritage, claiming succession from the Children of Rhuax. The Burning Ones are surrounded by flames and most of them are trained as priests or sacred warriors.

The first Abysians sprung from the fires of Rhuax were large magmatic beings, barely resembling humans at all. Slowly these monstrosities developed into humanoids. With every generation the fires of Rhuax cooled in their bodies and the flaming Children of Rhuax became smoldering Abysians. Abysians of prominent heritage are larger and surrounded by flames. They are called Burning Ones and are sacred to the degenerates. Only Burning Ones can become high priests of the Flame Cult, the Anointed of Rhuax, and they are the undisputed rulers of the Abysians. The Anointed Ones have formed the order of the Anathemants to administer ceremonies and burn offerings in the many temples of the kingdom.
-->The first Abysians sprung from the Fires of Rhuax were large magmatic beings, barely resembling humans at all. Slowly these monstrosities developed into humanoids. With every generation the Fires of Rhuax cooled in their bodies and the flaming Children of Rhuax became smouldering Abysians. Abysians of prominent heritage are larger and surrounded by flames. They are called Burning Ones and are sacred to the degenerates. Only Burning Ones can become high priests of the Flame Cult, the Anointed of Rhuax, and they are the undisputed rulers of the Abysians. The Anointed Ones have formed the order of the Anathemants to administer ceremonies and burn offerings in the many temples of the kingdom.

The authority of the Abysian Warlords is limited to acts of war. In all other matters, Abysia is ruled by the Anathemants and the Anointed of Rhuax. Anathemant Salamanders are lowly priests of the Abysian Flame Cult. Anathemants excel in Fire magic and use fire not only to incinerate infidels, but also to feed the anger inherent in the hearts of all Abysian warriors. The Anathemants practice human sacrifice to empower their master's Dominion by the magic inherent in human blood. Anathemant Salamanders are Abysians and radiate the hellish heat characteristic of their race.
-->The authority of the Abysian Warlords is limited to acts of war. In all other matters, Abysia is ruled by the Anathemants and the Anointed of Rhuax. Anathemant Salamanders are lowly priests of the Abysian Flame Cult. Anathemants excel in Fire magic and use fire not only to incinerate infidels, but also to feed the anger inherent in the hearts of all Abysian warriors. The Anathemants practice human sacrifice to empower their Master's Dominion by the magic inherent in human blood. Anathemant Salamanders are Abysians and radiate the hellish heat characteristic of their race.

The Anathemant caste was formed by the Anointed of Rhuax to perform the many ceremonies of the Flame Cult. These sacral mages administer the procession, ceremonies, and sacrifices in the lesser temples of the kingdom. In the Temple of the All-Consuming Flame they serve the Anointed Ones at the High Sacrifices of the Inner Fire where Salamanders are not allowed. Anathemant Dragons are Abysians and radiate the hellish heat characteristic of their race.
-->The Anathemant caste was formed by the Anointed of Rhuax to perform the many ceremonies of the Flame Cult. These sacral mages administer the procession, ceremonies and sacrifices in the lesser temples of the kingdom. In the Temple of the All-Consuming Flame they serve the Anointed Ones at the High Sacrifices of the Inner Fire where Salamanders are not allowed. Anathemant Dragons are Abysians and radiate the hellish heat characteristic of their race.

The Warlocks of the Smouldercone are mages of a newly formed order. They experiment with Blood magic, the summoning and binding of otherworldly beings, and the creation of new species. Their most recent experiments are the Demonbreds. Warlocks are Abysians and radiate the hellish heat characteristic of their race.
-->The Warlocks of Smouldercone are mages of a newly formed order. They experiment with Blood magic, the summoning and binding of otherworldly beings and the creation of new species. Their most recent experiments are the Demonbreds. Warlocks are Abysians and radiate the hellish heat characteristic of their race.

In the Smouldercone, young and promising Abysians are trained in Blood magic. In recent times the Apprentices have become feared, as they carry out the task of collecting young virgins for their masters' sacrifices. Warlock Apprentices are Abysians and radiate the hellish heat characteristic of their race.
-->In the Smouldercone, young and promising Abysians are trained in Blood magic. In recent times the Apprentices have become feared, as they carry out the task of collecting young virgins for their masters' sacrifices. Warlock apprentices are Abysians and radiate the hellish heat characteristic of their race.

Rago is a young and very strong Warlord. He has been trained as a Lava Warrior but has since fought his way to Warlord status. He is a hero among the Lava Warriors and is rarely seen without a guard of his former friends. Rago is called the Rage Lord, a title given to those rare Lava Warriors who survive long enough to become Warlords.
-->Rago is a young and very strong Warlord. He has been trained as a Lava Warrior but has since fought his way to Warlord status. He is a hero among the Lava Warriors and is rarely seen without a guard of his former friends. Rago is called the Rage Lord, a title given to those rare Lava Warriors who survive long enough to become Warlords.

Ba'al Chozron began his career as a young initiate deep within Smouldercone. He soon rose to power and was entrusted with the training of the Demonbreds in Blood magic. He left the Warlocks after he was nearly assassinated, and joined the ruling caste of the Anathemants. As an Anathemant, he was entrusted with training the Demonbreds as priests and Fire mages. As the Master of Demonbreds, Ba'al Chozron is respected and feared by Warlocks and Anathemants alike.
-->Ba'al Chozron began his career as a young initiate deep within Smouldercone. He soon rose to power and was entrusted with the training of the Demonbreds in Blood magic. He left the Warlocks after he was nearly assassinated and joined the ruling caste of the Anathemants. As an Anathemant, he was entrusted with training the Demonbreds as priests and Fire mages. As the Master of Demonbreds, Ba'al Chozron is respected and feared by Warlocks and Anathemants alike.

Chuzrael was one of the first Demonbreds created in the Smouldercone. Initially, the Demonbreds were not entrusted with magical training and were instead used as Slayers. The life of a Slayer is short, and it soon became evident that the Demonbreds' skills and magical aptitudes were better suited for other uses. Chuzrael is the last surviving Demonbred Slayer. He has lived for ages and has mastered the craft of assassination. Chuzrael's demonic ancestry makes him very difficult to detect. His demonic nature is also made manifest in his appetite; Chuzrael reputedly feeds on his victims' hearts after slaying them.
-->Chuzrael was one of the first Demonbreds created in the Smouldercone. Initially, the Demonbreds were not entrusted with magical training and were instead used as Slayers. The life of a Slayer is short and it soon became evident that the Demonbreds' skills and magical aptitudes were better suited for other uses. Chuzrael is the last surviving Demonbred Slayer. He has lived for ages and has mastered the craft of assassination. Chuzrael's demonic ancestry makes him very difficult to detect. His demonic nature is also made manifest in his appetite; Chuzrael reputedly feeds on his victims' hearts after slaying them.

Malphas' early years are shrouded in mystery. He arrived at The Smouldercone and convinced the Anointed that he could serve them and give them even greater powers. He was allowed to form a new order of mages in the caverns underneath The Smouldercone. His adepts soon began experimenting with blood magic and crossbreeding under the supervision of Malphas. Demons and devils are summoned from The Abyss and bred with Abysians to create half-demons born in this world. Malphas' influence has grown with his order of Warlocks and some paranoid Anointed fear that the Warlocks will remove them from power entirely.
-->Malphas' early years are shrouded in mystery. He arrived at The Smouldercone and convinced the Anointed that he could serve them and give them even greater powers. He was allowed to form a new order of mages in the caverns underneath the Smouldercone. His adepts soon began experimenting with Blood magic and crossbreeding under the supervision of Malphas. Demons and devils are summoned from the Abyss and bred with Abysians to create half-demons born in this world. Malphas' influence has grown with his order of Warlocks and some paranoid Anointed fear that the Warlocks will remove them from power entirely.

Malphas is a demon ambassador from the Abyss sent by the Heliophagii to corrupt and destroy the Abysian people. He has influenced a couple of Anointed Ones, and the cult of the Flame is slowly turning into a bloody affair of sacrifice and burn offerings. He has created the order of the Warlocks and their vile practices of blood magic, demon summoning and crossbreeding. Malphas is the chief architect of the downfall of the Abysian nation.
-->Malphas is a demon ambassador from the Abyss sent by the Heliophagi to corrupt and destroy the Abysian people. He has influenced a couple of Anointed Ones, and the Cult of the Flame is slowly turning into a bloody affair of sacrifice and burn offerings. He has created the order of the Warlocks and their vile practices of Blood magic, demon summoning and crossbreeding. Malphas is the chief architect of the downfall of the Abysian nation.

In the mountain range of Mashu, lies a pass beyond which one can find the path to immortality. This pass is guarded by giant Scorpion Men of awesome terror, set there by a previous Pantokrator. They are armed with deadly bows and swords. The mere gaze of a Scorpion man make mountains tremble in fear.
-->In the mountain range of Mashu, lies a pass beyond which one can find the path to immortality. This pass is guarded by giant Scorpion Men, beings of awesome terror set there by a previous Pantokrator. They are armed with deadly bows and swords. The mere gaze of a Scorpion Man makes mountains tremble in fear.

This is the spirit of a formidable Abysian warrior who has died in battle. The ethereal flames surrounding these spirits has given them the name Smoulderghosts.
-->This is the spirit of a formidable Abysian warrior who has died in battle. The ethereal flames surrounding these spirits have given them the name Smoulderghosts.

Spearmen compose the better part of the armies of Man. They are armed with ring mail cuirasses, shields, and spears, but some don scale mail cuirasses and wield longspears instead.
-->Spearmen compose the better part of the armies of Man. They are equipped with ring mail cuirasses, shields and spears, but some don scale mail cuirasses and wield longspears instead.

These soldiers are more heavily armed than the standard troops of Man. The Axemen wear helmets and full ring mail, instead of the lighter cuirasses of the Spearmen.
-->These soldiers are more heavily armed than the standard troops of Man. The axemen wear helmets and full ring mail instead of the lighter cuirasses of the spearmen.

The Longbowmen of Man are well-known and feared for their deadly accuracy. Only the tallest of the populace are able to use the great longbow.
-->The longbowmen of Man are well-known and feared for their deadly accuracy. Only the tallest and strongest of the populace are able to use the great longbow.

Foresters are trained in hunting and stealth and can serve as scouts. They can hunt down robbers and scouts as well as they hunt game, and are used to patrol unruly border provinces. Foresters receive a bonus when patrolling provinces.
-->Foresters are trained in hunting and stealth and can serve as scouts. They can hunt down robbers and scouts as well as they hunt game and are used to patrol unruly border provinces. Foresters count as six normal soldiers when patrolling provinces.

The Tower Guard are the elite units of Man, and serve as the last defence of the Towers of Chelms. They wear chain cuirasses and wield swords and shields. They receive a bonus when defending fortresses.
-->The Tower Guard are the elite units of Man and serve as the last defence of the Towers of Chelms. They wear chain cuirasses and wield swords and shields. They count as two normal soldiers when defending fortresses.

The Wardens of Avalon are the sacred guard of the Witches. They wear green cloaks over full chain armor and wield great swords. The Wardens are exceptional warriors enchanted by strange magic to give them unequaled strength, resilience, and morale. Rumor has it that they are descendants of the Tuatha. Wardens are sacred and can be blessed by Monks or Priests.
-->The Wardens of Avalon are the sacred guard of the Witches. They wear green cloaks over full chain armor and wield great swords. The Wardens are exceptional warriors enchanted by strange magic to give them unequaled strength, resilience and morale. Rumor has it that they are descendants of the Tuatha. Wardens are sacred and can be blessed by monks or priests.

The Fir Bolg are the descendants of the Nemedians, a proud race that once warred with the fomorian giants. The nemedians were beaten and their Fir Bolg descendants accepted the Fomorian rule. But the Fir Bolg spread and multiplied and conquered lands of their own. Soon they formed a kingdom apart from the fomorian lands. But then came the Tuatha. The Thuata were also descendants of the Nemedians, but their powers were greater by far. With enchanted speras and spellsongs they quickly conquered the land of the Fir Bolg and settled on the Isle of Tir na n'Og, Land of the Ever Young. Fir Bolg now compose much of the population and serve as farmers and lowly warriors of the kingdom. They are somewhat larger than humans and have long lifespans, but they have lost or forgotten much of their Nemedian legacy. Fir Bolg use armaments made from bronze and leather.
-->The Fir Bolg are the descendants of the Nemedians, a proud race that once warred with the Fomorian giants. The Nemedians were beaten and their Fir Bolg descendants accepted Fomorian rule. But the Fir Bolg spread and multiplied and conquered lands of their own. Soon they formed a kingdom apart from the Fomorian lands, but then came the Tuatha. The Tuatha were also descendants of the Nemedians, but their powers were greater by far. With enchanted spears and Spellsongs they quickly conquered the land of the Fir Bolg and settled on the Isle of Tir na n'Og, the Land of the Ever Young. Fir Bolg now compose much of the population and serve as farmers and lowly warriors of the kingdom. They are somewhat larger than humans and have long lifespans, but they have lost or forgotten much of their Nemedian legacy. Fir Bolg use armaments made from bronze and leather.

Since the Tuatha failed to conquer Fomoria they retreated to their blessed Isle of Tir na n'Og. Only a few of them remained in the old kingdom of the Fir Bolg. The Sidhe are their descendants. The Sidhe now compose most of the nobility of the kingdom. Most of them practice the crafts, poetry and magic of their ancestors on the blessed isle, but they also fight as enchanted elite warriors using tricks of the mind to fool their enemies. The Sidhe, like their Fir Bolg servants, armaments made from bronze.
-->Since the Tuatha failed to conquer Fomoria, they retreated to their Blessed Isle of Tir na n'Og. Only a few of them remained in the old kingdom of the Fir Bolg. The Sidhe are their descendants. The Sidhe now compose most of the nobility of the kingdom. Most of them practice the crafts, poetry and magic of their ancestors on the Blessed Isle, but they also fight as enchanted elite warriors using tricks of the mind to fool their enemies. The Sidhe, like their Fir Bolg servants, use armaments made of bronze.

Since the Tuatha failed to conquer Fomoria they retreated to their blessed Isle of Tir na n'Og. Only a few of them remained in the old kingdom of the Fir Bolg. The Sidhe are their descendants. The Sidhe now compose most of the nobility of the kingdom. Most of them practice the crafts, poetry and magic of their ancestors on the blessed isle, but they also rule the Fir Bolg and command them in battle. Poetry has always been important to the Sidhe and all Sidhe champions are skilled bards and are able to use spellsongs.
-->Since the Tuatha failed to conquer, Fomoria they retreated to their Blessed Isle of Tir na n'Og. Only a few of them remained in the old kingdom of the Fir Bolg. The Sidhe are their descendants. The Sidhe now compose most of the nobility of the kingdom. Most of them practice the crafts, poetry and magic of their ancestors on the Blessed Isle, but they also rule the Fir Bolg and command them in battle. Poetry has always been important to the Sidhe and all Sidhe champions are skilled bards and able to use spellsongs.

The Bean Sidhe is a Sidhe Woman. They rarely join or lead armies, but are skilled in the crafts, poetry and magic of the Sidhe. They often don grey cloaks and green dresses and can sometimes be found in the wilderness where they practice their arts. They are able to use glamour to hide their true appearences.
-->The Bean Sidhe is a Sidhe woman. They rarely join or lead armies, but are skilled in the crafts, poetry and magic of the Sidhe. They often don grey cloaks and green dresses and can sometimes be found in the wilderness where they practice their arts. They are able to use glamour to hide their true appearances.

The Baobhan Sidhe is a Sidhe descendant of the Morrigans. She is a seductress and blood drinker haunting the wilderness. She takes the appearence of a stunningly beautiful maiden and lures humans to her deadly embrace. Baobhan Sidhe are skilled in the use of illusions and air magic.
-->The Baobhan Sidhe is a Sidhe descendant of the Morrigans. She is a seductress and blood drinker haunting the wilderness. She takes the appearance of a stunningly beautiful maiden and lures humans to her deadly embrace. Baobhan Sidhe are skilled in the use of illusions and Air magic.

The Bean Sidhe is the wailing spirit of a long dead Sidhe Woman haunting the wilderness and predicting the death of men. To hear her wail is death assured. Once beautiful, the spirit woman is now a transparent apparition with pale greenish skin.
-->The Bean Sidhe is the wailing spirit of a long dead Sidhe woman haunting the wilderness and predicting the death of men. To hear her wail is death assured. Once beautiful, the spirit woman is now a transparent apparition with pale greenish skin.

The Tuatha are the rulers of Tir na n'Og, Land of the Ever Young. They are descendants of the Nemedians that warred with the Fomorians in ancient times. The Tuatha arrived in the lands of the Fir Bolg, conquered them and turned to the lands of the fomorian giants. They failed and when they returned to their blessed island they turned their energy toward crafts, poetry and magic. The Tuatha are sacred to the Fir Bolg and Sidhe inhabitants of the realm. In times of war they emerge from their blessed isle with their glamour magical armaments that made them conquer the numerically superior Fir Bolg.
-->The Tuatha are the rulers of Tir na n'Og, the Land of the Ever Young. They are descendants of the Nemedians who warred with the Fomorians in ancient times. The Tuatha arrived in the lands of the Fir Bolg, conquered them and turned to the lands of the Fomorian giants. They failed and when they returned to their Blessed Island they turned their energy toward crafts, poetry and magic. The Tuatha are sacred to the Fir Bolg and Sidhe inhabitants of the realm. In times of war they emerge from their Blessed Isle with their glamour and the magical armaments that let them conquer the numerically superior Fir Bolg.

The Ri is a Tuatha King skilled in warfare, poetry and magic. He enters battle mounted on a noble fay horse armed with enchanted weapons and dressed in illusions.
-->The Ri is a Tuatha King skilled in warfare, poetry and magic. He enters battle mounted on a noble fay horse, armed with enchanted weapons and dressed in illusions.

While the Tuatha Kings rule and wage war, their consorts use their time to practice the more refined arts of the race. They have mastered the magic of false appearences, mists and the winds. The Tuatha are also closely attuned to the land and are skilled in nature magic. Poetry is very important and the Tuatha have developed remarkable spellsongs.
-->While the Tuatha Kings rule and wage war, their consorts use their time to practice the more refined arts of the race. They have mastered the magic of false appearences, mists and the winds. The Tuatha are also closely attuned to the land and are skilled in Nature magic. Poetry is very important to them and the Tuatha have developed remarkable Spellsongs.

A Cu Sidhe is a huge, dark green fay hound. They once roamed the plains and woodlands, but with the coming of man, they have retreated into the land of the ever young. A few can also be found in desolate highlands where they are said to lure pregnant women into Sidhe mounds. The Cu Sidhe serve the Sidhe as companions and hunters, and often fight by their side. They are sacred and can be blessed.
-->A Cu Sidhe is a huge, dark green fay hound. They once roamed the plains and woodlands, but with the coming of man, they have retreated into the Land of the Ever Young. A few can also be found in desolate highlands where they are said to lure pregnant women into Sidhe mounds. The Cu Sidhe serve the Sidhe as companions and hunters and often fight by their side. They are sacred and can be blessed.

Ferdiad is a Fir Bolg warrior of remarkable skills. In his youth he traveled wide and far to find the greatest warriors to learn from them. He eventually found the hidden isle covered in dread mists where Scathach reputedly lived. Scathach was a warrior woman descendant of the Morrigans who trained the greatest of heroes. He was taught how to win every battle and how to awake the fury inside. After a couple of years under the tutelage of Scathach arrived Cuchulainn. The two became friends and foster brothers, but Scathach prophesied that Ferdiad would fall before the spear of his brother.
-->Ferdiad is a Fir Bolg warrior of remarkable skill. In his youth he traveled far and wide to find the greatest warriors and learn from them. He eventually found the hidden isle covered in dread mists where Scathach reputedly lived. Scathach was a warrior woman, a descendant of the Morrigans who trained the greatest of heroes. He was taught how to win every battle and how to wake the fury inside. After he had spent a couple of years under the tutelage of Scathach, Cu Chulainn arrived. The two became friends and foster brothers, but Scathach prophesied that Ferdiad would fall before the spear of his brother.

Cu Chulainn is the greatest hero of the realm. He is not of Sidhe blood, but has divine blood in his veins. His deeds are too numerous to count and his battle prowess is unequaled. His divine heritage has blessed him with a fiery aura that melts ice and makes water hiss and steam, should he take a bath. Those who oppose him are struck with awe and fear of his flaming battle fury. He was trained by the warrior woman Scathach on her hidden isle. There he met his friend Ferdiad, whom Scathach prophesied he would kill. Cu Chulainn recieved the enchanted spear Gae Bulga, made from the bones of an Asp Turtle, from Scathach after he defeated and raped her enemy Aoife.
-->Cu Chulainn is the greatest hero of the realm. He is not of Sidhe blood, but has divine blood in his veins. His deeds are too numerous to count and his battle prowess is unequaled. His divine heritage has blessed him with a fiery aura that melts ice and makes water hiss and steam, should he take a bath. Those who oppose him are struck with awe and fear of his flaming battle fury. He was trained by the warrior woman Scathach on her hidden isle. There he met his friend Ferdiad, whom Scathach prophesied he would kill. From Scathach Cu Chulainn received the enchanted spear Gae Bulga, made from the bones of an asp turtle, after he defeated and raped her enemy Aoife.

It was long since the last fomorian left the land of Eriu, but their legacy still remains. Every now and then a baby is born with fomorian blood in his veins. These are destined to become heroes and are trained to become great warrior poets. They join the band of the Fianna and are respected throughout Eriu. They use broad swords and heavy iron armors. The Fianna are sacred.
-->It was long since the last Fomorian left the land of Eriu, but their legacy still remains. Every now and then a baby is born with Fomorian blood in his veins. They are destined to become heroes and are trained to become great warrior poets. They join the band of the Fianna and are respected throughout Eriu. They use broad swords and heavy iron armor. The Fianna are sacred.

The Milesians conquered the land of the Tuatha together with the men of Man. While Man captured Avalon, the Milesians tried to conquer Tir na n'Og, Land of the Ever Young. Unfortunately the Tuatha left this world with all their secrets and lore. The Milesians became rulers of the tuathan heartland and named it Eriu. They allowed the Fir Bolg to live and intermarried with them. Now most Milesians have some Fir Bolg blood in their veins. Milesians live slightly longer than ordinary humans and are somewhat resistant to magic. With the awakening of the God the Milesians have found themselves replaced as rulers by mighty Sidhe Lords, emerging from magical mounds.
-->The Milesians conquered the land of the Tuatha together with the men of Man. While Man captured Avalon, the Milesians tried to conquer Tir na n'Og, the Land of the Ever Young. Unfortunately, the Tuatha left this world with all their secrets and lore. The Milesians became rulers of the Tuatha heartland and named it Eriu. They allowed the Fir Bolg to live and intermarried with them. Now most Milesians have some Fir Bolg blood in their veins. Milesians live slightly longer than ordinary humans and are somewhat resistant to magic. With the awakening of the God the Milesians have found themselves replaced as rulers by mighty Sidhe Lords emerging from magical mounds.

The Milesians conquered the land of the Tuatha together with the men of Man. While Man captured Avalon, the Milesians tried to conquer Tir na n'Og, Land of the Ever Young. Unfortunately the Tuatha left this world with all their secrets and lore. The Milesians became rulers of the tuathan heartland and named it Eriu. They allowed the Fir Bolg to live and intermarried with them. Now most Milesians have some Fir Bolg blood in their veins. Milesians live slightly longer than ordinary humans and are somewhat resistant to magic. The Milesian monks follow the same tradition as the monks of Man, but they do not sneak around the countryside. They prefer to stay in their monasteries.
-->The Milesians conquered the land of the Tuatha together with the men of Man. While Man captured Avalon, the Milesians tried to conquer Tir na n'Og, the Land of the Ever Young. Unfortunately, the Tuatha left this world with all their secrets and lore. The Milesians became rulers of the Tuatha heartland and named it Eriu. They allowed the Fir Bolg to live and intermarried with them. Now most Milesians have some Fir Bolg blood in their veins. Milesians live slightly longer than ordinary humans and are somewhat resistant to magic. The Milesian monks follow the same tradition as the monks of Man, but they do not sneak around the countryside. They prefer to stay in their monasteries.

The Fir Bolg once inhabited the realms now known as Eriu and Man. They were subjugated by the Tuatha and served as farmers and warriors of that race. With the coming of man their masters withdrew from the world and most of the Fir Bolg were slain. A few of them still remain in the kingdom of Eriu where they serve their Milesian masters as warriors of remarkable skills. Fir Bolg use ancient armaments made from bronze and leather.
-->The Fir Bolg once inhabited the realms now known as Eriu and Man. They were subjugated by the Tuatha and served as farmers and warriors for that race. With the coming of man, their masters withdrew from the world and most of the Fir Bolg were slain. A few of them still remain in the kingdom of Eriu where they serve their Milesian masters as warriors of remarkable skill. Fir Bolg use ancient armaments made from bronze and leather.

The Daoine Sidhe are descendants of the Tuatha that once ruled Eriu. With the defeat of the Tuatha the Sidhe retreated into strange and magical lands. The entrances into these faery realms were often hidden in the mounds of ancient kings. But this retreat sealed the fate of the Sidhe, because men did not respect dead kings. One by one, the gateways into the lands of the Sidhe were destroyed. Now, only a few of them remain. With the coming of the new God, man was seduced into servitude and the Sidhe returned from their sequestration to rule the human population of the kingdom. Daoine Sidhe despise iron and instead fight with their ancient armaments of bronze and leather. They are masters of glamour and illusions and can hide their true appearances.
-->The Daoine Sidhe are descendants of the Tuatha who once ruled Eriu. With the defeat of the Tuatha, the Sidhe retreated into strange and magical lands. The entrances into these faery realms were often hidden in the mounds of ancient kings. But this retreat sealed the fate of the Sidhe, because men did not respect dead kings. One by one, the gateways into the lands of the Sidhe were destroyed. Now, only a few of them remain. With the coming of the new God, man was seduced into servitude and the Sidhe returned from their seclusion to rule the human population of the kingdom. Daoine Sidhe despise iron and instead fight with ancient armaments of bronze and leather. They are masters of glamour and illusions and can hide their true appearance.

Sidhe Lords are the kings and lords of the magical lands where the Sidhe withdrew. With the awakening of God they left their sequestration together with their Sidhe hosts and claimed rulership over the Milesians. Sidhe Lords are skilled illusionists, Air mages and poets. They ride into battle on noble fay horses.
-->Sidhe Lords are the kings and lords of the magical lands where the Sidhe withdrew. With the awakening of the new God they left their seclusion together with their Sidhe hosts and claimed rulership over the Milesians. Sidhe Lords are skilled illusionists, Air mages and poets. They ride into battle on noble fay horses.

The Tuatha are the ancient masters of Tir na n'Og and Avalon. When men came to their lands they retreated to their Land of the Ever Young and was lost to the world. A few of them lingered on and aided their Sidhe descendants to retreat into strange and magical twilight lands hidden under ancient mounds. With the coming of the new God, a few of them have returned from their sequestration together with their Sidhe descendants. The Tuatha are powerful Air mages able to use glamour and illusions to hide their true appearance.
-->The Tuatha are the ancient masters of Tir na n'Og and Avalon. When men came to their lands, they retreated to the Land of the Ever Young and were lost to the world. A few of them lingered on and aided the retreat of their Sidhe descendants into strange and magical twilight lands hidden under ancient mounds. With the coming of the new God, a few of them have returned from their seclusion together with their Sidhe descendants. The Tuatha are powerful Air mages and can use glamour and illusions to hide their true appearance.

Nemedians are the descendants of the Sauromatian Partholonians. They are a highly magical race far superior to ordinary men, but they were few in numbers. With the arrival of the Witch Kings they left for a better place. The Nemedians followed in the footsteps of their Partolonian ancestors and arrived in the rich land of the Fomorians. Soon war broke out. The Nemedians were victorious until the plague that once eradicated the Partholonians struck the nemedians and wiped out half the population. The war ended with the subjugation of the nemedians. After a bloody rebellion most of the nemedians fled from the land, but a few of them still lingers in the old fortress Rath Chimbalth.
-->Nemedians are the descendants of the Sauromatian Partholonians. They are a highly magical race far superior to ordinary men, but they were few in number. With the arrival of the Witch Kings they left for a better place. The Nemedians followed in the footsteps of their Partholonian ancestors and arrived in the rich land of the Fomorians. Soon war broke out. The Nemedians were victorious until the plague that once eradicated the Partholonians struck them and wiped out half the population. The war ended with the subjugation of the Nemedians. After a bloody rebellion, most of the Nemedians fled from the land, but a few of them still linger in the old fortress Rath Chimbalth.

Fomorians are a race of malicious and deformed giants descendant from the cursed Fomorian Giants. Huge by human standards they are far shorter than their ancestors. Fomorians use spears and armor of bronze.
-->Fomorians are a race of malicious and deformed giants descended from the cursed Fomorian giants. Huge by human standards, they are far shorter than their ancestors. Fomorians use spears and armor of bronze.

A Black Dog is a large, black fay hound. They once roamed the plains of Fomoria, but with the coming of man, they have retreated and all but disappeared. Some can still be found haunting the highlands where they follow weary travelers at night. Black Dogs are stronger when fighting in total darkness.
-->A Black Dog is a large, black fay hound. They once roamed the plains of Fomoria, but with the coming of man, they have retreated to the wilds and all but disappeared. Some can still be found haunting the highlands where they follow weary travelers at night. Black Dogs are stronger when fighting in total darkness.

A Barghest is a huge, black fay hound. They once roamed the plains of Fomoria, but with the coming of man, they have retreated and all but disappeared. Some can still be found haunting the highlands where they attack weary travelers at night. Barghests are said to be manifestations of darkness and ill fates, and anyone striking a Barghest might be cursed for the rest of his life. Barghests are sacred and can be blessed. They are stronger when fighting in total darkness.
-->A Barghest is a huge, black fay hound. They once roamed the plains of Fomoria, but with the coming of man, they have retreated to the wilds and all but disappeared. Some can still be found haunting the highlands where they attack weary travelers at night. Barghests are said to be manifestations of darkness and ill fates and anyone striking a Barghest might be cursed for the rest of his life. Barghests are sacred and can be blessed. They are stronger when fighting in total darkness.

The Knights of Avalon ride the legendary Unicorns of Avalon, mounts of unsurpassed speed trained by the Witch Mothers. Clad in brightest silver and enchanted by the Witches, the Knights of Avalon radiate confidence and resolve. The mystical power of their mounts protects them from long-lasting battle wounds.
-->The Knights of Avalon ride the legendary Unicorns of Avalon, mounts of unsurpassed speed trained by the Witch Mothers. Clad in the brightest silver and enchanted by the Witches, the Knights of Avalon radiate confidence and resolve. The mystical power of their mounts protects them from long-lasting battle wounds.

The Bards of Man are known for their skills in music and storytelling, as well as magic. They have knowledge of the spellsongs of the Witches of Avalon and songs of heroic deeds and legends. A little known fact is that Bards are formidable spies able to influence the simple folks with songs of freedom.
-->The Bards of Man are known for their skills in music and storytelling, as well as magic. They have knowledge of the Spellsongs of the Witches of Avalon and songs of heroic deeds and legends. A little known fact is that Bards are formidable spies able to influence the common folk with songs of freedom.

The Witches of Avalon begin their careers as Daughters dressed in white. They are sent to serve the coven in war and peace. As a Daughter gains knowledge and responsibility, she is given three tests, and when she passes them, she becomes a Mother. Avalon's Witches are skilled in the magic of Nature and can use spellsongs known only to the Witches of Avalon and the Bards of Man. The older Witches also use Air magic, and some Crones are skilled in other Paths of magic as well.
-->The Witches of Avalon begin their careers as Daughters dressed in white. They are sent to serve the Coven in war and peace. As a Daughter gains knowledge and responsibility, she is given three tests and when she passes them, she becomes a Mother. The Witches of Avalon are skilled in the magic of Nature and can use Spellsongs known only to the Witches of Avalon and the Bards of Man. The older Witches also use Air magic and some Crones are skilled in other paths of magic as well.

As a Daughter of Avalon gains knowledge and responsibility, she is given three tests, and when she passes them, she becomes a Mother and is given a green dress. The Mothers are potent enchantresses that travel the lands of Man searching for sites of magical power and guiding commanders in battle. They are skilled at stealth and able commanders in their own right. They are often accompanied by Wardens sworn to protect them. Avalon's Witches are skilled in the magic of Nature and can use spellsongs known only to the Witches of Avalon and the Bards of Man.
-->As a Daughter of Avalon gains knowledge and responsibility, she is given three tests. When she passes them, she becomes a Mother and is given a green dress. The Mothers are potent enchantresses who travel the lands of Man searching for sites of magical power and guiding commanders in battle. They are skilled at stealth and able commanders in their own right. They are often accompanied by Wardens sworn to protect them. The Mothers of Avalon are skilled in the magic of Air and Nature and can use Spellsongs known only to the Witches of Avalon and the Bards of Man.

The Crones of Avalon are the oldest and most powerful Witches of Avalon. Secluded in the tower of Avalon, they avoid the bickering of lowly lords, but will aid the kingdom and its master in times of dire need. Avalon's Witches are skilled in the magic of Nature and can use spellsongs known only to the Witches of Avalon and the Bards of Man. The older Witches also use Air magic, and some Crones are skilled in other Paths of magic as well.
-->The Crones of Avalon are the oldest and most powerful Witches of Avalon. Secluded in the Tower of Avalon, they avoid the bickering of lowly lords, but will aid the kingdom and its Master in times of dire need. The Witches Avalon are skilled in the magic of Nature and can use Spellsongs known only to them and the Bards of Man. The older Witches also use Air magic and some Crones are skilled in other paths of magic as well.

The Tower Guard of Old Man was reformed by the Magistrates of Chelms to be more effective. They were given crossbows and large kite shields to better meet their function as defenders of the Towers of Chelms. Tower Guards are veteran soldiers good at defending castles.
-->The Tower Guard of Old Man was reformed by the Magistrates of Chelms to be more effective. They were given crossbows and large kite shields to better meet their function as defenders of the Towers of Chelms. Tower Guards are veteran soldiers and good at defending castles.

The Tower Guard of Old Man was reformed by the Magistrates of Chelms to be more effective. The Defenders are heavy elite guards of the Towers of Chelms. Defenders are especially good at defending castles.
-->The Tower Guard of Old Man was reformed by the Magistrates of Chelms to be more effective. The Defenders are heavy elite guards of the Towers of Chelms. Defenders are especially good at defending castles.

The Tower Knights is the knightly order of the kingdom. Only high-born are allowed into the order. They are formidable warriors and loyal subjects.
-->The Tower Knights is the knightly order of the kingdom. Only the high-born are allowed into the order. They are formidable warriors and loyal subjects.

The Magister is an academic skilled in all things of learning. Trained as engineers, inventors, spies, and mages, the Magisters are invaluable to the leaders of Man in peace and in war. The Magisters of Chelms have developed magical techniques that allows them to work under the Curse and they are not affected by a Drain dominion.
-->The Magister is an academic skilled in all things of learning. Trained as engineers, inventors, spies and mages, the Magisters are invaluable to the leaders of Man in peace and in war. The Magisters of Chelms have developed magical techniques that allow them to work under the Curse and they are unaffected by a Drain dominion.

The Judge is a judicial magister and investigator. They track down criminals and put them to swift trial in local courts. Many Judges have complemented their judicial studies with magicstudies of Death or Fire to better question the dead and the living. The Magisters of Chelms have developed magical techniques that allow them to work under the Curse, and they are not affected by a Drain dominion.
-->The Judges are judicial magisters and investigators. They track down criminals and put them to swift trial in local courts. Many Judges have complemented their judicial studies with magical studies of Death or Fire to better question the dead and the living. The Magisters of Chelms have developed magical techniques that allow them to work under the Curse and they are unaffected by a Drain dominion.

When a young student is accepted into the Magisters' Halls he may choose the direction of his studies. The Magisters of Theology stipulates the religious doctrines and root out deviant faiths from the kingdom. They also aid the Wardens and the Arcane Magisters in keeping the Curse contained in the Forest of Avalon.
-->When a young student is accepted into the Magisters' Halls he may choose the direction of his studies. The Magisters of Theology stipulate the religious doctrines and root out deviant faiths from the kingdom. They also aid the Wardens and the Arcane Magisters in keeping the Curse contained in the Forest of Avalon.

When a young student is accepted into the Magisters' Halls he may choose the direction of his studies. Only a few have the inner strength to become masters of magic. Many a Magister began their studies in the magic arts, but decided that the cost was too high or their skills were too limited. Those who do have true magical aptitude sequester themselves in the Seven High Towers and delve into the magical mysteries for Decennia. When a student has mastered the Arcane Exams, he emerges as a Magister Arcane, skilled in Air and Earth magics. The Magisters of Chelms have developed magical techniques that allow them to work under the Curse, and they are not affected by a Drain dominion.
-->When a young student is accepted into the Magisters' Halls he may choose the direction of his studies. Only a few have the inner strength to become masters of magic. Many a Magister began his studies in the magic arts, but decided that the cost was too high or his skills too limited. Those who do have true magical aptitude sequester themselves in the Seven High Towers and delve into the magical mysteries for Decennia. When a student has mastered the Arcane Exams, he emerges as a Magister Arcane, skilled in the magics of Air and Earth. The Magisters of Chelms have developed magical techniques that allow them to work under the Curse and they are unaffected by a Drain dominion.

The Bishop is the highest ranking priests in the Kingdom. Bishops rarely lead soldiers, but will accompany armies to bless the soldiers before battle, and again after battle when they have died.
-->The Bishops are the highest ranking priests in the kingdom. Bishops rarely lead soldiers, but will accompany armies to bless the soldiers before battle and again after battle when they have died.

The Wardens of Avalon were the sacred guard of the Witches of the Avalonian Age. With the Curse and the disappearance of the Witches, the Wardens were in disarray, but reformed as keepers of the Forest of Avalon. Now they guard the forest and prevent anyone from entering or leaving it. They wear green cloaks over full chain armor and wield great swords and crossbows. The Wardens have lost some of the magical strength granted by the Witches, but they are still warriors of almost unequalled prowess.
-->The Wardens of Avalon were the sacred guard of the Witches of the Avalonian Age. With the Curse and the disappearance of the Witches, the Wardens were in disarray, but reformed as keepers of the Forest of Avalon. Now they guard the forest and prevent anyone from entering or leaving it. They wear green cloaks over full chain armor and wield great swords and crossbows. The Wardens have lost some of the magical strength granted by the Witches, but they are still warriors of almost unequaled prowess.

Satyrs are wild men with the hindquarters and horns of a goat. They are powerfully built and can easily outrun the swiftest of humans. The Satyrs are selfish beings who lack discipline and will quickly flee from battle if the odds are against them. Their strong connection with Nature gives the Satyrs strong resistance to magic. These lighter Satyr infantries wield shields and sometimes carry javelins. All light Satyrs are stealthy and are useful as scouts.
-->Satyrs are wild men with the hindquarters and horns of a goat. They are powerfully built and can easily outrun the swiftest of humans. Satyrs are selfish beings who lack discipline and will quickly flee from battle if the odds are against them. Their strong connection with Nature gives satyrs strong resistance to magic. These lighter satyr infantries use shields and spears and sometimes carry javelins. All light satyrs are stealthy and useful as scouts.

Satyrs are wild men with the hindquarters and horns of a goat. They are powerfully built and can easily outrun the swiftest of humans. The Satyrs are selfish beings who lack discipline and will quickly flee from battle if the odds are against them. Their strong connection with Nature gives the Satyrs strong resistance to magic. Satyr Warriors wield shields and spears.
-->Satyrs are wild men with the hindquarters and horns of a goat. They are powerfully built and can easily outrun the swiftest of humans. Satyrs are selfish beings who lack discipline and will quickly flee from battle if the odds are against them. Their strong connection with Nature gives satyrs strong resistance to magic. Satyr warriors use spears and shields.

Satyrs are wild men with the hindquarters and horns of a goat. They are powerfully built and can easily outrun the swiftest of humans. The Satyrs are selfish beings who lack discipline and will quickly flee from battle if the odds are against them. Their strong connection with Nature gives the Satyrs strong resistance to magic. These lighter Satyr infantries wield shields and sometimes carry javelins. Satyr Sneaks are especially good at stealth, but do not use shields. They are sometimes found in groves and forest thickets deep inside enemy lands seducing farmers' daughters and wives. Satyr Sneaks cause unrest in the province they dwell.
-->Satyrs are wild men with the hindquarters and horns of a goat. They are powerfully built and can easily outrun the swiftest of humans. Satyrs are selfish beings who lack discipline and will quickly flee from battle if the odds are against them. Their strong connection with Nature gives satyrs strong resistance to magic. These lighter satyr infantries use shields and spears and sometimes carry javelins. Satyr sneaks are especially good at stealth, but do not use shields. They are sometimes found in groves and forest thickets deep inside enemy lands seducing farmers' daughters and wives. Satyr sneaks cause unrest in the province they dwell.

When the ways of man came to the ancient woods, the halfmen initially refused to adopt the new ways. But as it became clear that well-trained, disciplined and armored troops would defeat huge armies of wild Satyrs, bronze cuirasses were forged and given to Satyrs trained in battle. The Satyr Hoplites have since become the core unit of the Pangaean armies.
-->When the ways of man came to the ancient woods, the halfmen initially refused to adopt the new customs. But as it became clear that well-trained, disciplined and armored troops would defeat huge armies of wild Satyrs, bronze cuirasses were forged and given to satyrs trained in battle. The satyr hoplites have since become the core unit of the Pangaean armies.

The Minotaur is a large, wild creature with the head of a bull, the upper body of a very muscular man, and hindquarters of a hoofed being. Minotaurs are immensely strong and much faster than humans. They also have thick leathery hides that protect them from light injuries. The Minotaurs revel in battle and almost never rout. They are large and wild enough to ignore smaller wounds and can trample men and small beasts. Minotaurs will become enraged and go berserk at the sight of their own blood. They do not carry armor, other than furs and their thick hides, and they use battle axes to fight beings larger than humans.
-->The minotaur is a large, wild creature with the head of a bull, the upper body of a very muscular man and hindquarters of a hoofed being. Minotaurs are immensely strong and much faster than humans. They also have thick leathery hides that protect them from light injuries. Minotaurs revel in battle and almost never rout. They are large and wild enough to ignore smaller wounds and can trample men and smaller beasts. Minotaurs will become enraged and go berserk at the sight of their own blood. They do not wear armor other than furs and their own thick hides. Minotaurs use battle axes to fight beings larger than humans.

The Minotaur is a large, wild creature with the head of a bull, the upper body of a very muscular man, and hindquarters of a hoofed being. Minotaurs are immensely strong and much faster than humans. They also have thick leathery hides that protect them from light injuries. The Minotaurs revel in battle and almost never rout. They are large and wild enough to ignore smaller wounds and can trample men and small beasts. Minotaurs will become enraged and go berserk at the sight of their own blood. Minotaur Warriors wear leather armors, and they use battle axes to fight beings larger than humans.
-->The minotaur is a large, wild creature with the head of a bull, the upper body of a very muscular man and hindquarters of a hoofed being. Minotaurs are immensely strong and much faster than humans. They also have thick leathery hides that protect them from light injuries. Minotaurs revel in battle and almost never rout. They are large and wild enough to ignore smaller wounds and can trample men and smaller beasts. Minotaurs will become enraged and go berserk at the sight of their own blood. Minotaur warriors wear leather armor and use battle axes to fight beings larger than humans.

Forging armor for the huge Minotaurs is quite expensive, so only the elite War Minotaurs are allowed to wear armor. Armored in plate cuirasses and helmets, in addition to their own thick hides, the War Minotaurs are as heavily armed as any human infantry. Add to this their huge size and strength, and they can be considered the most powerful heavy infantry in the world.
-->Forging armor for the huge minotaurs is quite expensive, so only the elite war minotaurs are allowed to wear armor. Armored in plate cuirasses and helmets in addition to their own thick hides, the war minotaurs are as heavily armed as any human infantry. Add to this their huge size and strength and they can be considered the most powerful heavy infantry in the world.

The Minotaur Lord is a skilled Minotaur warrior. Battle prowess is highly valued among Minotaurs, and only powerful fighters will ever become Minotaur commanders.
-->The minotaur lord is a skilled minotaur warrior. Battle prowess is highly valued among minotaurs and only powerful fighters will ever become minotaur lords.

The Minotaur Lord is a skilled Minotaur warrior armored in plate hauberk and helmet. Battle prowess is highly valued among Minotaurs, and only powerful fighters will ever become Minotaur commanders.
-->The minotaur commander is a skilled minotaur warrior armored in plate hauberk and helmet. Battle prowess is highly valued among minotaurs, and only powerful fighters will ever become minotaur commanders.

Centaurs are wild beings with the head and torso of a human attached to a horse where the horse's head should be. Quick and strong, the Centaurs have physical capabilities far superior to ordinary men. They are very skilled at archery and are quite resistant to magic.
-->Centaurs are wild beings with the head and torso of a human attached to a horse where the horse's head should be. Quick and strong, centaurs have physical capabilities far superior to ordinary men. They are very skilled at archery and are quite resistant to magic.

When the ways of man came to the ancient woods, the Centaurs were the first to adopt the new ways. They donned bronze armor and fought in formations like the soldiers of other nations. As civilization spread, the Centaurs forgot the old ways in their attempt to mimic human society. The Centaurs, who were the quickest to adopt the new ways, are distrusted by the other halfmen, but their strength in battle is undisputed. Centaur Cataphracts don bronze plates and fight with spears.
-->When the ways of man came to the ancient woods, the centaurs were the first to adopt the new ways. They donned bronze armor and fought in formations like the soldiers of other nations. As civilization spread, the centaurs forgot the old ways in their attempt to mimic human society. The centaurs who were the quickest to adopt the new ways are distrusted by the other halfmen, but their strength in battle is undisputed. Centaur cataphracts don bronze plates and fight with spears.

Harpies are strange vultures with the head and upper torso of a human female. They are cowardly beings, but are nonetheless useful in battle, able to harass unguarded archers. They fight with claws and can be a real threat to lightly armored archers. Harpies are stealthy and are useful as scouts.
-->Harpies are strange vultures with the head and upper torso of a human female. They are cowardly beings, but nonetheless useful in battle, able to harass unguarded archers. They fight with claws and can be a real threat to lightly armored archers. Harpies are stealthy and useful as scouts.

Black Harpies are large, darkly feathered harpies gifted with intelligence beyond the slow cunning of ordinary Harpies. They serve as flying scouts, but lack the charisma to lead more then a few men.
-->Black harpies are large, darkly feathered harpies gifted with intelligence beyond the slow cunning of ordinary harpies. They serve as flying scouts, but lack the charisma to lead more than a few men.

Most halfmen of Pangaea have brown hides. When a calf with white hide is born, there is much celebration, for the young is touched by the God and sacred. White Centaurs serve as priests and guardians of the sacred groves of Pangaea, singing the sacred songs and serving the Dryads. Others are trained in warfare as sacred Centaur warriors of tremendous ferocity.
-->Most halfmen of Pangaea have brown hides. When a calf with white hide is born, there is much celebration, for the young one is touched by the God and sacred. White centaurs serve as priests and guardians of the sacred Groves of Pangaea, singing the sacred songs and serving the dryads. Others are trained in warfare as sacred centaur warriors of tremendous ferocity.

Dryads are female Satyrs. They are similar in appearance to male Satyrs but have white fur on their hindquarters. Dryads are blessed with aphrodisiac beauty, and male humans find it very difficult to strike them down even in the heat of battle. Dryads are priestesses of the sacred groves and are revered by all the wild beings of Pangaea.
-->Dryads are female satyrs. They are similar in appearance to male satyrs but have white fur on their hindquarters. Dryads are blessed with aphrodisiac beauty and male humans find it very difficult to strike them down even in the heat of battle. Dryads are priestesses of the Sacred Groves and are revered by all the wild beings of Pangaea.

Maenads are human females seduced by the wild lure of a Pan's flute. They enter a state of revelrous rage in which they shed all clothing and join the armies of Pangaea to fight with claws and teeth. Maenads are chaotic and difficult to control. They fight well but are almost useless when patrolling.
-->Maenads are human females seduced by the wild lure of a Pan's flute. They enter a state of revelrous rage in which they shed all clothing and join the armies of Pangaea to fight with claws and teeth. Maenads are chaotic and difficult to control. They fight well but are almost useless when patrolling.

Panii are large beings with a ram's head upon a hoofed humanoid body. The Pan's hide is thick and furry and offers some protection. The Panii are lords of wild beasts and masters of Nature magic. They are enigmatic and are the most reclusive of Pangaea's inhabitants, living in remote groves and avoiding contact with other beings. The Panii shape the verdant greenery of the sacred groves with strange music produced from flutes, and leave their groves only on orders from the Lord of Pangaea. Panii are said to cause both animals and men to panic, and their flutes attract human females, who shed all civilized manners to live a wild life of revelry. These females are called Maenads. More Maenads are attracted to a Pan in provinces with a strong scale of Turmoil.
-->Panii are large beings with a ram's head upon a hoofed humanoid body. The Pan's hide is thick and furry and offers some protection. The Panii are lords of wild beasts and masters of Nature magic. They are enigmatic and are the most reclusive of Pangaea's inhabitants, living in remote groves and avoiding contact with other beings. The Panii shape the verdant greenery of the Sacred Groves with strange music produced from flutes and leave their groves only on orders from the Lord of Pangaea. Panii are said to cause both animals and men to panic and their flutes attract human females who shed all civilized manners to live a wild life of revelry. These females are called Maenads. More Maenads are attracted to a Pan in provinces with a strong scale of Turmoil.

Dark and corrupted Panii from the hidden grove, Pandemoniacs still practice the blood sacrifices of old. This has ostracized them from Pangaea, but they may still be called upon in times of need. The Pandemoniac is a powerful user of Nature and Blood magic, but does not attract Maenads.
-->Dark and corrupted Panii from the Hidden Grove, Pandemoniacs still practice the blood sacrifices of old. This has ostracized them from Pangaea, but they may still be called upon in times of need. The Pandemoniac is a powerful user of Nature and Blood magic, but does not attract maenads.

Satyrs are wild and emotional beings. While most Satyrs are driven by their fears and lusts, there were once those who would lose themselves to battle lust and revelry. It was a long time since these Revelers were heard of, but with the emergence of the new Lord, young Satyrs have once again become filled with lust for battle and lust for life. Revelers cause unrest in the province they dwell.
-->Satyrs are wild and emotional beings. While most satyrs are driven by their fears and lusts, there were once those who would lose themselves to battle lust and revelry. It was a long time since these Revelers were heard of, but with the emergence of the new Lord, young satyrs have once again become filled with lust for battle and lust for life. Revelers cause unrest in the province where they dwell.

Centaurs Warriors fight the with spear, shield, and javelin. They are fierce warriors and are able to go berserk in battle.
-->Centaurs warriors fight the with spear, shield and javelin. They are fierce warriors and able to go berserk in battle.

Centaurs Warriors fight the old way with spear, shield, and javelin. They still have much of the old blood in their veins and are able to go berserk in battle. They rarely fight side by side with Centaur Cataphracts, as they consider Cataphracts craven and weak.
-->Centaurs warriors fight the old way with spear, shield and javelin. They still have much of the old blood in their veins and are able to go berserk in battle. They rarely fight side by side with centaur cataphracts, as they consider cataphracts craven and weak.

With the coming of civilization, the ways of old are abandoned and replaced by new habits and practices of human origin. With little need for their priestly services, the Dryads no longer leave their brethren in search of a sacred grove; their role as priestesses and caretakers of Nature has ended. Influenced by the manners of the Centaurs, they have become part of an emerging nobility. They have turned their skills to new uses to preserve their religious authority. Trained as sacred warriors of the growing nation, the Dryads have become a formidable and important part of the Pangaean army. Dryads were blessed in ancient times with aphrodisiac beauty, and few mortals can think of harming them. The awe does not affect undead or mindless beings.
-->With the coming of civilization, the ways of old are abandoned and replaced by new habits and practices of human origin. With little need for their priestly services, the dryads no longer leave their brethren in search of a Sacred Grove; their role as priestesses and caretakers of Nature has ended. Influenced by the manners of the centaurs, they have become part of an emerging nobility. They have turned their skills to new uses to preserve their religious authority. Trained as sacred warriors of the growing nation, the dryads have become a formidable and important part of the Pangaean army. Dryads were blessed in ancient times with aphrodisiac beauty, and few mortals can think of harming them. The awe does not affect undead or mindless beings.

With the coming of civilization to the ancient woods, the wildness has left inhabitants as well as the land. Even the raging Minotaur bulls who once fought for the right to mate, have changed their ways. No longer do Minotaurs fight unarmored, protected only by their rage; steel plates have replaced the ancient bronze cuirasses, and training has replaced rage. Minotaur Soldiers, unable to go berserk, fight with skill instead of brute force.
-->With the coming of civilization to the ancient woods, the wildness has left inhabitants as well as the land. Even the raging minotaur bulls who once fought for the right to mate have changed their ways. No longer do minotaurs fight unarmored, protected only by their rage. Steel plates have replaced the ancient bronze cuirasses and training has replaced rage. Minotaur soldiers are unable to go berserk and fight with skill instead of brute force.

With the coming of civilization to the ancient woods, the wildness has left inhabitants as well as the land. Even the raging Minotaur bulls fighting for the right to mate have changed their ways. No longer do Minotaurs fight unarmored and protected only by their rage. Steel plates have replaced the ancient bronze cuirasses and training has replaced rage. Minotaur Commanders are unable to go berserk, and fight with skill instead of brute force.
-->With the coming of civilization to the ancient woods, the wildness has left inhabitants as well as the land. Even the raging minotaur bulls who once fought for the right to mate have changed their ways. No longer do minotaurs fight unarmored and protected only by their rage. Steel plates have replaced the ancient bronze cuirasses and training has replaced rage. Minotaur commanders are unable to go berserk and fight with skill instead of brute force.

The Grove Guard is the elite force of the New Era. They are trained in the ancient groves abandoned by the Panii and Dryads. They are well respected, and many young halfmen believe that they are the keepers of ancient traditions. They are proficient fighters and the closeness to the ancient groves has kept the rage of the wild in their veins.
-->The Grove Guard is the elite force of the New Era. They are trained in the ancient groves abandoned by the Panii and dryads. They are well respected and many young halfmen believe that they are the keepers of ancient traditions. They are proficient fighters and the closeness to the ancient groves has kept the rage of the wild in their veins.

The commanders of the Grove Guards have replaced the Dryads and the Panii as keepers of the Gaean groves. They are sacred and able to go berserk.
-->The commanders of the Grove Guards have replaced the dryads and the Panii as keepers of the Gaean groves. They are sacred and able to go berserk.

Since the arrival of civilization, there is no longer need for the priestly services of the Dryads. The sacred groves are withering, and the Dryads have taken up other practices. There remain a few Dryads who try to keep the old faith alive, but their influence has dwindled.
-->Since the arrival of civilization, there is no longer need for the priestly services of the dryads. The Sacred Groves are withering and the dryads have taken up other practices. There remain a few dryads who try to keep the Old Faith alive, but their influence has dwindled.

Since the arrival of civilization, there is no longer need for the services of the Panii. The sacred groves are withering, and their lords silently watch as the woods die. There remain a few Panii who try to keep the old traditions alive, but their influence has dwindled. Human females are no longer attracted to the wild. The days of the wild will soon be over. The Panii of this New Era still have their ancient powers over Nature and the wild, but the Dominion of the new Lord seems not to inspire the wild revelry that once attracted the Maenads.
-->Since the arrival of civilization, there is no longer need for the services of the Panii. The Sacred Groves are withering and their lords silently watch as the woods die. There remain a few Panii who try to keep the old traditions alive, but their influence has dwindled. Human females are no longer attracted to the wild. The days of the wild will soon be over. The Panii of this New Era still have their ancient powers over Nature and the wild, but the Dominion of the new Lord seems not to inspire the wild revelry that once attracted the maenads.

When the ways of man came to the ancient woods, the Centaurs were the first to adopt the new ways. They donned bronze armor and fought in formations like the soldiers of other nations. As civilization spread, the Centaurs forgot the old ways in their attempt to mimic human society. A new class of nobility emerged, as the leaders of the halfmen learned the arts of trade and war, and the Centaurs became lords and rulers of the halfmen. The Centaur Cataphracts of this New Era don steel armor and lances, and are in every way as powerful as the knights of mankind.
-->When the ways of man came to the ancient woods, the centaurs were the first to adopt the new ways. They donned bronze armor and fought in formations like the soldiers of other nations. As civilization spread, the centaurs forgot the old ways in their attempt to mimic human society. A new class of nobility emerged as the leaders of the halfmen learned the arts of trade and war and the centaurs became lords and rulers of the halfmen. The centaur cataphracts of this New Era don steel armor and lances and are in every way as powerful as the knights of mankind.

When the ways of man came to the ancient woods, the halfmen initially refused to adopt the new ways. But as it became clear that well-trained, disciplined, and armored troops would defeat huge armies of wild Satyrs, bronze cuirasses were forged and given to Satyrs trained in battle. The Satyr Hoplites became the core unit of the Pangaean armies. With greater exposure to the civilization of man, came the skills of iron working. In this new era, the bronze armor of old has been replaced by cheaper and stronger armor of steel.
-->When the ways of man came to the ancient woods, the halfmen initially refused to adopt the new ways. But as it became clear that well-trained, disciplined and armored troops would defeat huge armies of wild satyrs, bronze cuirasses were forged and given to satyrs trained in battle. The satyr hoplites became the core unit of the Pangaean armies. With greater exposure to the civilization of man came the skills of iron working. In this New Era, the bronze armor of old has been replaced by cheaper and stronger armor of steel.

The Panic Apostate is a Pan who has forsaken the old ways in order to avenge the damage done to the wild. By calling dark forces and giving life to that which has died, the Apostate follows a new and dark God in an attempt to destroy those who have harmed Nature. The Apostate is a powerful Nature mage and has learned some necromancy in its quest for vengeance. It has lost its power over the lust and wild emotions of human females and is thus unable to call Maenads.
-->The Panic Apostate is a Pan who has forsaken the old ways in order to avenge the damage done to the wild. By calling dark forces and giving life to that which has died, the Apostate follows a new and dark God in an attempt to destroy those who have harmed Nature. The Apostate is a powerful Nature mage and has learned some necromancy in its quest for vengeance. It has lost its power over the lust and wild emotions of human females and is thus unable to call maenads.

Panicratos is a young Pan with an unrivaled bad temper. His dismay at the fate of Pangaea turned him into a vengeful warrior. For a time, he stalked and slew human priests, but then the Dark Lord drew his attention. He has abandoned his magical practices and become a sacred warrior for the angry God. Panicratos is not a great mage by Panic standards, but he is a formidable warrior and an able assassin.
-->Panicratos is a young Pan with an unrivaled bad temper. His dismay at the fate of Pangaea turned him into a vengeful warrior. For a time, he stalked and slew human priests, but then the Dark Lord drew his attention. He has abandoned his magical practices and become a sacred warrior for the angry God. Panicratos is not a great mage by the standards of the Panii, but he is a formidable warrior and an able assassin.

The awakening of the Vengeful Woods has altered the very essence of Pangaea's inhabitants. No longer are white calves born in the sacred groves. Instead, Black Centaurs are born, mirroring the dark mood of the forests. These black calves are trained as sacred warriors and bringers of divine wrath.
-->The awakening of the Vengeful Woods has altered the very essence of Pangaea's inhabitants. No longer are white calves born in the Sacred Groves. Instead, black centaurs are born, mirroring the dark mood of the forests. These black calves are trained as sacred warriors and bringers of divine wrath.

The awakening of the Vengeful Woods has altered the very essence of Pangaea's inhabitants. Dryads with black hides are born, mirroring the dark mood of the forests. These Black Dryads serve the Dark God of the Woods as the White Dryads served Mother Nature in ancient times. They have lost some of the religious powers of the White Dryads, and their Aura of Awe has completely vanished.
-->The awakening of the Vengeful Woods has altered the very essence of Pangaea's inhabitants. Dryads with black hides are born, mirroring the dark mood of the forests. These Black Dryads serve the Dark God of the Woods as the White Dryads served Mother Nature in ancient times. They have lost some of the religious powers of the White Dryads and their beauty-inspired aura of awe has completely vanished.

The Carrion Lord is a dead Pan reanimated and given unholy powers by a Panic Apostate, who forces the soul of the dead Pan to rejoin its own moss-covered carcass. The carcass is entwined with vines and roots that have a life of their own. The Carrion Lord is a powerful wielder of Nature magic, but is also given unholy powers over the dead. The Carrion Lord can create Manikins by animating vines, roots, and bones of dead beasts.
-->A Carrion Lord is a dead Pan reanimated and given unholy powers by a Panic Apostate, who forces the soul of the dead Pan to rejoin its own moss-covered carcass. The carcass is entwined with vines and roots that have a life of their own. The Carrion Lord is a powerful wielder of Nature magic, but is also given unholy powers over the dead. The Carrion Lord can create manikins by animating vines, roots and the bones of dead beasts.

The Carrion Lady is a dead Dryad reanimated and given unholy powers by a Panic Apostate, who forces the soul of the dead Dryad to rejoin its own moss-covered carcass. The carcass is entwined with vines and roots that have a life of their own. The Carrion Lady has retained some of her former skills in the use of Nature magic, but her priestly powers are corrupted. She has unholy powers over the dead and is able to create Manikins by animating vines, roots, and bones of dead beasts.
-->A Carrion Lady is a dead dryad reanimated and given unholy powers by a Panic Apostate, who forces the soul of the dead dryad to rejoin its own moss-covered carcass. The carcass is entwined with vines and roots that have a life of their own. The Carrion Lady has retained some of her former skills in the use of Nature magic, but her priestly powers are corrupted. She has unholy powers over the dead and is able to create manikins by animating vines, roots the and bones of dead beasts.

The Carrion Centaur is the reanimated carcass of a Centaur Hierophant. The soul of the Centaur is forced to rejoin its own moss-covered carcass by a Panic Apostate. The bones are entwined with vines and roots that have a life of their own. The priestly powers of the former Centaur are corrupted. Instead, the Carrion Centaur has unholy powers over the dead and is able to create Manikins by animating vines, roots, and bones of dead beasts.
-->A carrion centaur is the reanimated carcass of a centaur Hierophant. The soul of the centaur is forced to rejoin its own moss-covered carcass by a Panic Apostate. The bones are entwined with vines and roots that have a life of their own. The priestly powers of the former centaur are corrupted. Instead, the carrion centaur has unholy powers over the dead and is able to create manikins by animating vines, roots and the bones of dead beasts.

Unholy rites performed by the Carrion Lords have caused vines and roots to reanimate the bones of dead Hierophants. The unholy powers of the vengeful god has granted the Sagittarian Carcass magical weapons made of wood and vines. Sagittarian Carcasses are unholy.
-->Unholy rites performed by the Carrion Lords have caused vines and roots to reanimate the bones of dead Hierophants. The unholy power of the vengeful god has granted the sagittarian carcass magical weapons made of wood and vines. Sagittarian carcasses are holy to the followers of the Vengeful God.

The Carrion Bull is the reanimated carcass of a Minotaur. The soul of the bullman is forced to rejoin its own moss-covered carcass by a Panic Apostate. The bones are entwined with vines and roots that have a life of their own.
-->The carrion bull is the reanimated carcass of a minotaur. The soul of the bullman is forced to rejoin its own moss-covered carcass by a Panic Apostate. The bones are entwined with vines and roots that have a life of their own.

Unholy rites performed by the Carrion Lords have caused vines and roots to reanimate the bones of dead animals, creating the Carrion Beasts.
-->Unholy rites performed by the Carrion Lords have caused vines and roots to reanimate the bones of dead animals, creating the carrion beasts.

Unholy rites performed by the Carrion Lords have caused vines and roots to reanimate the bones of dead Centaurs, creating the Centaur Manikins.
-->Unholy rites performed by the Carrion Lords have caused vines and roots to reanimate the bones of dead centaurs, creating the centaur manikins.

Unholy rites performed by the Carrion Lords have caused vines and roots to reanimate the bones of dead Minotaurs, creating the Minotaur Manikins.
-->Unholy rites performed by the Carrion Lords have caused vines and roots to reanimate the bones of dead minotaurs, creating the minotaur manikins.

Unholy rites performed by the Carrion Lords have caused vines and roots to reanimate the bones of dead Satyrs, creating the Satyr Manikins.
-->Unholy rites performed by the Carrion Lords have caused vines and roots to reanimate the bones of dead satyrs, creating the satyr manikins.

Unholy rites performed by the Carrion Lords have caused vines and roots to reanimate the bones of a dead Harpy. The strange apparition lacks the ability to fly and can only hop.
-->Unholy rites performed by the Carrion Lords have caused vines and roots to reanimate the bones of a dead harpy. The strange apparition lacks the ability to fly and can only hop.

The Crossbowmen of Marignon are trained in melee and ranged combat. They carry crossbows and wear light armor. Soldiers of Marignon are dressed in fancy clothing to enhance morale.
-->The crossbowmen of Marignon are trained in melee and ranged combat. They carry crossbows and wear light armor. Soldiers of Marignon are dressed in fancy clothing to enhance morale.

The standard armor of the infantry of Marignon is the plate cuirass. Large weapons such as great swords, halberds, and pikes are preferred to shields. Soldiers are dressed in fancy clothing to enhance morale.
-->The standard armor of the infantry of Marignon is the plate cuirass. Large weapons such as great swords, halberds and pikes are preferred to smaller weapons paired with shields. Soldiers are dressed in fancy clothing to enhance morale.

The standard armor of the infantry of Marignon is the plate cuirass. Large weapons such as great swords, halberds, and pikes are preferred to smaller weapons, paired with shields. Soldiers are dressed in fancy clothing to enhance morale. Halberdiers receive a bonus when defending fortresses.
-->The standard armor of the infantry of Marignon is the plate cuirass. Large weapons such as great swords, halberds and pikes are preferred to smaller weapons paired with shields. Soldiers are dressed in fancy clothing to enhance morale. Halberdiers receive a bonus when defending fortresses.

The Flagellants are fanatically devout worshippers who join armies to rid the world of false prophets and Pretender Gods. Most have sworn a vow of poverty and donate their money to a temple or religious potentate. Flagellants earn their name from their practice of whipping themselves pure from evil. They carry flails, which they use upon enemies and their own bodies. Flagellants are not well-trained or well-equipped but possess an unequaled fighting morale. They tend to die quickly when exposed to missile fire.
-->The flagellants are fanatically devout worshippers who join armies to rid the world of false prophets and Pretender Gods. Most have sworn a vow of poverty and donate their money to a temple or religious potentate. Flagellants earn their name from their practice of whipping themselves pure from evil. They carry flails, which they use upon enemies and their own bodies. Flagellants are not well-trained or well-equipped but possess an unequaled fighting morale. They tend to die quickly when exposed to missile fire.

An elite corps trained in the heart of the kingdom, Men at Arms don gleaming chain hauberks and red shields. Their main role is to protect the noble born and the wealthy.
-->An elite corps trained in the heart of the kingdom, men-at-arms don gleaming chain hauberks and red shields. Their main role is to protect the noble born and the wealthy.

The most distinguished of the Men at Arms are promoted to the ranks of the Royal Guard. The Royal Guard is the jewel of the army, clad in gilded armor and riding upon proud horses. The Royal Guard are in charge of protecting the Royal Family as the Men at Arms protect the Nobles of the kingdom.
-->The most distinguished of the men-at-arms are promoted to the ranks of the Royal Guard. The Royal Guard is the jewel of the army, clad in gilded armor and riding upon proud horses. The Royal Guard are in charge of protecting the Royal Family as the men-at-arms protect the nobles of the kingdom.

These fearsome knights are the members of the Order of the Chalice. They are noble born warrior monks fighting for justice, or at least their perception of justice. They loyally serve the will of the House of Just Fires. Some of the most dedicated knights are trained as priests and become Paladins.
-->These fearsome knights are the members of the Order of the Chalice. They are noble-born warrior monks fighting for justice, or at least their perception of justice. They loyally serve the will of the House of Just Fires. Some of the most dedicated knights are trained as priests and become Paladins.

Friars are traveling monks who preach against the false faiths of the world. They are capable of leading armies and often join higher-ranking priests in the holy wars of the kingdom. They are skilled in agitation and are adept leaders of military units.
-->Friars are traveling monks who preach against the false faiths of the world. They are capable of leading armies and often join higher-ranking priests in the holy wars of the kingdom. They are skilled in agitation and adept leaders of military units.

Inquisitors are priests responsible for the eradication of false faiths. They command large armies and administer hunts for heretics and heathens. Inquisitors receive some training in the House of Just Fires to learn the art of Interrogation with Fire. Inquisitors are especially good at suppressing enemy Dominions.
-->Inquisitors are priests responsible for the eradication of false faiths. They command large armies and administer hunts for heretics and heathens. Inquisitors receive some training in the House of Just Fires to learn the art of interrogation with Fire. Inquisitors are especially good at suppressing enemy Dominion.

The High Inquisitor is the Marignon's most powerful priest. Only prominent Inquisitors can hope to achieve this status. High Inquisitors are trained in the House of Just Fires and can use Fire magic. High Inquisitors are especially good at suppressing enemy Dominions.
-->The High Inquisitor is Marignon's most powerful priest. Only prominent Inquisitors can hope to achieve this status. High Inquisitors are trained in the House of Just Fires and can use Fire magic. High Inquisitors are especially good at suppressing enemy Dominion.

The Witch Hunter is a mage priest trained in the House of Just Fires. Responsible for finding and punishing abominations and magicians of wicked intentions, they serve only the Grand Masters of the House and the Lord of Marignon.
-->The Witch Hunter is a mage-priest trained in the House of Just Fires. Responsible for finding and punishing abominations and magicians of wicked intent, they serve only the Grand Masters of the House and the Lord of Marignon.

The Grand Master is a Witch Hunter of great age who possesses vast knowledge of heresies. They are the masters of the House of Just Fires. All Inquisitors and Witch Hunters must pass the questioning of a Grand Master to receive their title. The Grand Masters are powerful Fire mages and are skilled in the Path of Astral magic.
-->The Grand Master is a Witch Hunter of great age who possesses vast knowledge of heresies. They are the masters of the House of Just Fires. All Inquisitors and Witch Hunters must pass the questioning of a Grand Master to receive their title. The Grand Masters are powerful Fire mages and also skilled in the path of Astral magic.

As masters of Blood magic and priests in the diabolical cult, the Goetic Masters command great influence. Feared by all, they perform the horrible rites that keep the Infernal Lords satisfied.
-->As masters of Blood magic and priests in the diabolical cult, the Goetic Masters command great influence. Feared by all, they perform the horrible rites that keep the Infernal Lords satisfied.

When the Inquisitors of Marignon sealed a pact with infernal forces, there was no longer use for Witch Hunters; the Diabolists, devil-worshipping Blood mages, took their place. Diabolists now travel the land searching for pure virgins for their vile rituals.
-->When the Inquisitors of Marignon sealed a pact with infernal forces, there was no longer a need for Witch Hunters; the Diabolists, devil-worshipping Blood mages, took their place. Diabolists now travel the land searching for pure virgins for their vile rituals.

The Admiral is a noble-born Captain trained in the Naval Academy of Marignon. He is an able commander and can navigate and sail across the stormy sea. Admirals rarely use armor, as it would mean certain death should they fall overboard.
-->An Admiral is a noble-born Captain trained in the Naval Academy of Marignon. He is an able commander and can navigate and sail across the stormy sea. Admirals rarely use armor, as it would mean certain death, should they fall overboard.

The Captain is a commander who possesses navigation skills. A Captain is able to bring all his men with him across the oceans. Captains rarely use armor, as it would mean certain death should they fall overboard.
-->A Captain is a commander who possesses navigation skills. A Captain is able to bring all his men with him across the oceans. Captains rarely use armor, as it would mean certain death, should they fall overboard.

Chartmakers are mages specializing in navigation and mapmaking. They have some skill in Air magic that is useful when sailing. Chartmakers can sail across the oceans with their men.
-->Chartmakers are mages specializing in navigation and mapmaking. They have some useful Air magic skills to help when sailing. Chartmakers can sail across the oceans with their men.

The services of wandering Friars are no longer needed. There are few heretics openly speaking against God, and the Inquisition takes care of the few that are still hiding. Instead, newly initiated priests are given the mission to spread the word of God to distant lands. Missionaries can sail across the oceans.
-->The services of wandering friars are no longer needed. There are few heretics openly speaking against God, and the Inquisition takes care of the few who are still in hiding. Instead, newly initiated priests are given the mission to spread the word of God to distant lands. Missionaries can sail across the oceans.

Marverni slingers and javelineers fight bare chested and do not use armor or helmets.
-->Marverni slingers and javelineers fight bare-chested and do not use armor or helmets.

The warriors of the Marverni tribe rarely use expensive armors. They fight bare chested with javelins, broad swords, and shields.
-->The warriors of the Marverni tribe rarely use expensive armor. They fight bare-chested with javelins, broad swords and shields.

The Marverni tribes were the inventors of the chain mail armor. The nobles of the Marverni can afford to wear the expensive armor and have formed a warrior caste that rule the Marvernian society. Noble warriors fight with broad swords and shields.
-->The Marverni tribes were the inventors of the chain mail armor. The nobles of the Marverni can afford to wear the expensive armor and have formed a warrior caste that rules the Marverni society. Noble warriors fight with broad swords and shields.

The Marverni tribes were the inventors of the chain mail armor. The nobles or the Marverni can afford to wear the expensive armor, and have formed a warrior caste that rule the Marvernian society. It is a disgrace to a Chieftain not to surpass his tribesmen in valor, and for a tribesman to leave a battle when the Chieftain has died means everlasting shame. Thus the mere presence of a Chieftain inspires his fellow tribesmen to great deeds.
-->The Marverni tribes were the inventors of the chain mail armor. The nobles or the Marverni can afford to wear the expensive armor and have formed a warrior caste that rules the Marverni society. It is a disgrace to a Chieftain not to surpass his tribesmen in valor and for a tribesman to leave a battle when the Chieftain has died means everlasting shame. Thus the mere presence of a Chieftain inspires his fellow tribesmen to great deeds.

The Warriors of the Ambibates tribe are well known for their martial skills. The Ambibates, like the Marverni, rarely use expensive armors. They fight bare chested with broad swords and shields. They take great pride in their battle prowess and consider ranged weapons cowardly.
-->The warriors of the Ambibates tribe are well known for their martial skills. The Ambibates, like the Marverni, rarely use expensive armor. They fight bare-chested with broad swords and shields. They take great pride in their battle prowess and consider ranged weapons cowardly.

The Warriors of the Ambibates tribe are well known for their martial skills. The nobles of the Ambibates use chain mail armors of Marverni design.
-->The warriors of the Ambibates tribe are well known for their martial skills. The nobles of the Ambibates use chain mail armor of Marverni design.

The Warriors of the Ambibates tribe are well known for their martial skills. The nobles of the Ambibates use chain mail armors of Marverni design. It is a disgrace to a Chieftain not to surpass his tribesmen in valor, and for a tribesman to leave a battle when the Chieftain has died, means everlasting shame. Thus the mere presence of a Chieftain inspires his fellow tribesmen to great deeds.
-->The warriors of the Ambibates tribe are well known for their martial skills. The nobles of the Ambibates use chain mail armor of Marverni design. It is a disgrace to a Chieftain not to surpass his tribesmen in valor and for a tribesman to leave a battle when the Chieftain has died means everlasting shame. Thus the mere presence of a Chieftain inspires his fellow tribesmen to great deeds.

The Eponi tribe is the only tribe that uses horses in warfare. It is a small tribe, and only the nobles who can afford a horse and armor, join the armies of the Marverni. The Knights use Marvernian chain mail and broad swords. They also carry javelins. The Eponi Chieftains, like the other tribal chieftains, inspire their tribesmen to great deeds.
-->The Eponi tribe is the only tribe that uses horses in warfare. It is a small tribe and only the nobles who can afford a horse and armor join the armies of the Marverni. The knights use Marverni chain mail and broad swords. They also carry javelins. The Eponi Chieftains, like the other tribal Chieftains, inspire their tribesmen to great deeds.

The Carnutes live in the great Wood of Carnutes. Here the druids gather annually. The Carnute Warriors are well known for their wild and aggressive demeanor. All Carnute Warriors are able to go berserk if wounded in battle. The Carnutes, like the Marverni, rarely use expensive armors. They fight bare chested with axes and shields.
-->The Carnutes live in the great Wood of Carnutes where the Druids gather annually. The Carnute Warriors are well known for their wild and aggressive demeanor. All Carnute Warriors are able to go berserk if wounded in battle. The Carnutes, like the Marverni, rarely use expensive armor. They fight bare-chested with axes and shields.

The Carnutes live in the great Wood of Carnutes. Here the druids gather annually. The Carnute Warriors are well known for their wild and aggressive demeanor. All Carnute Warriors are able to go berserk if wounded in battle. The nobles of the Carnutes use chain mail armors of Marverni design.
-->The Carnutes live in the great Wood of Carnutes where the Druids gather annually. The Carnute warriors are well known for their wild and aggressive demeanor. All Carnute warriors are able to go berserk if wounded in battle. The nobles of the Carnutes use chain mail armor of Marverni design.

The Carnutes live in the great wood of Carnutes. Here the druids gather annually. The Carnute Warriors are well known for their wild and aggressive demeanor. All Carnute Warriors are able to go berserk if wounded in battle. The nobles of the Carnutes use chain mail armors of Marverni design. It is a disgrace to a Chieftain not to surpass his tribesmen in valor, and for a tribesman to leave a battle when the Chieftain has died means everlasting shame. Thus the mere presence of a Chieftain inspires his fellow tribesmen to great deeds.
-->The Carnutes live in the great Wood of Carnutes where the Druids gather annually. The Carnute warriors are well known for their wild and aggressive demeanor. All Carnute warriors are able to go berserk if wounded in battle. The nobles of the Carnutes use chain mail armor of Marverni design. It is a disgrace to a Chieftain not to surpass his tribesmen in valor and for a tribesman to leave a battle when the Chieftain has died means everlasting shame. Thus the mere presence of a Chieftain inspires his fellow tribesmen to great deeds.

The Marverni don't use Standards. Instead, they use large brass horns in the image of boars or horses. The booming sound of the horns inspire the warriors and is supposed to scare the enemies.
-->The Marverni don't use standards. Instead, they use large brass horns in the image of boars or horses. The booming sound of the horns inspires the warriors and is supposed to scare the enemies.

The Gutuater is a priest of the wild and the elements. They are reclusive and gather at sacred groves where they perform religious sacrifices of men and beasts. The Gutuates are able to perform blood sacrifices, but do not dabble in Blood magic.
-->The Gutuaters are priests of the wild and the elements. They are reclusive and gather at sacred groves where they perform religious sacrifices of men and beasts. The Gutuates are able to perform blood sacrifices, but do not dabble in Blood magic.

The Vergobret is a Marverni magistrate. They perform most of the religious ceremonies in settled areas, but are not allowed to perform important sacrifices.
-->The Vergobrets are Marverni magistrates. They perform most of the religious ceremonies in settled areas, but are not allowed to perform important sacrifices.

The Druids are philosophers, mages and priests. They serve as high priests and are present at every major religious ceremony in the realm. The druidic lore includes astrology and Earth magic. Some Druids have backgrounds as Gutuates and have some skills in Nature magic as well. The Druids come from all tribes, although a disproportionate number are Sequani by birth. All Druids can perform blood sacrifices.
-->The Druids are philosophers, mages and priests. They serve as high priests and are present at every major religious ceremony in the realm. The Druidic lore includes astrology and Earth magic. Some Druids have backgrounds as Gutuaters and have some skills in Nature magic as well. The Druids come from all tribes, although a disproportionate number are Sequani by birth. All Druids can perform blood sacrifices.

The Sequani is a very small tribe. They are peaceful and have long since given up warfare. In times of strife they have been able to use their good relations with more powerful tribes. The Sequani have become skilled in philosophy and astrology, and many nobles of the tribe have some magic skills. Quite a few of these Stargazers later leave their homes to study druidry.
-->The Sequani are a very small tribe. They are peaceful and have long since given up warfare. In times of strife they have been able to use their good relations with more powerful tribes. The Sequani have become skilled in philosophy and astrology and many nobles of the tribe have some magical skills. Quite a few of these Stargazers later leave their homes to study Druidry.

In the center of the sacred forest of Carnutes, the druids gather annually. The bravest and wildest of the Carnute Warriors protect the druids and the gathering. They don boar hides and masks over chain mail armors. The Boar Warriors are sacred and able to go berserk when wounded.
-->In the center of the sacred Forest of Carnutes, the druids gather annually. The bravest and wildest of the Carnute warriors protect the Druids and the Gathering. They don boar hides and masks over chain mail armor. The Boar Warriors are sacred and able to go berserk when wounded.

In the depths of Carnutes, lives an ancient man of unknown origin. He is simply known as the One in the Woods, or the Wanderer. No druid has trained him, but he appears to be a master of the druidic arts. He is often accompanied by wild beasts and seems to prefer their company to that of men. Animals in turn, avoid attacking him, unless severely stressed. With the awakening of the God, he has reluctantly left his forest to aid the druids of Carnutes.
-->In the depths of Carnutes lives an ancient man of unknown origin. He is simply known as the One in the Woods or the Wanderer. No Druid has trained him, but he appears to be a master of the Druidic arts. He is often accompanied by wild beasts and seems to prefer their company to that of men. Animals in turn avoid attacking him, unless severely stressed. With the awakening of the God, he has reluctantly left his forest to aid the Druids of Carnutes.

The Light Infantry of C'tis are armed with spears and javelins. For protection, they rely upon their scaly skin and round shields. They have partial resistance to poison.
-->The light infantry of C'tis are armed with spears and javelins. For protection, they rely upon their scaly skin and round shields. They have partial resistance to poison.

The City Guard wear light scale mail cuirasses and wield spears and shields. They are trained to defend cities and receive a bonus when defending fortresses. They have partial resistance to poison.
-->The City Guard wear light scale mail cuirasses, wield spears and carry shields. They are trained to defend cities and are very effective when defending fortresses. They have partial resistance to poison.

Heavy scale hauberks cover the bodies of these reptilian soldiers. They wield spears and shields and have partial resistance to poison.
-->Heavy scale hauberks cover the bodies of these reptilian soldiers. They use spears and shields and have partial resistance to poison.

The Swamp Guards of C'tis are the elites of the kingdom. They protect the C'tis marshes from intruders and serve as guardians of the temple of the Lizard Kings. They don full scale armor and wield heavy falchions in combat. They have partial resistance to poison.
-->The Swamp Guards of C'tis are the elites of the kingdom. They protect the marshes of C'tis from intruders and serve as guardians of the temple of the Lizard Kings. They don full scale armor and wield heavy falchions in combat. They have partial resistance to poison.

The Falchioneers are among the most fearsome troops at C'tis disposal. They wield two huge falchions in battle and don light armor. The use of two large weapons is exhausting, which is why Falchioneers do not use heavy armor. They have partial resistance to poison.
-->The falchioneers are among the most fearsome troops in the C'tissian army. They wield two huge falchions in battle and don light armor. The use of two large weapons is exhausting, which is why falchioneers do not use heavy armor. They have partial resistance to poison.

The Serpent Dancers are cultic dancers of the great temple of C'tis. They intoxicate themselves with serpent venom and perform whirling ritual dances. During these dances, they may strike someone in the audience with their poisonous staffs. It is a most fortunate event should the target survive the poisoning, and his hatchlings would be accepted as acolytes in the temple. Sometimes the Serpent Dancers are called upon to join the armies of C'tis as sacred warriors. They wield their magical snake staffs, but they never don armor as it would hamper their ritual adulations. The snake staffs are magical and able to hurt ethereal beings. The Serpent Dancers are immune to all forms of poison. 
-->The Serpent Dancers are cultic dancers of the Great Temple of C'tis. They intoxicate themselves with serpent venom and perform whirling ritual dances. During these dances, they may strike someone in the audience with their poisonous staffs. It is a most fortunate event, should the target survive the poisoning, and his hatchlings would be accepted as acolytes in the Temple. Sometimes the Serpent Dancers are called upon to join the armies of C'tis as sacred warriors. They wield magical snake staffs, but they never don armor as it would hamper their ritual adulations. The snake staffs are magical and able to hurt ethereal beings. The Serpent Dancers are immune to all forms of poison. 

In the C'tissian society, predator lizards are considered stupid, aggressive, and untrustworthy. Members of the predator race are enslaved and forced to endure manual labor. Their temperament and strength make them well suited for combat, so they are trained in warfare by special Taskmasters. The Slave Warriors are armed with tridents and can use their jaws to bite opponents in close combat. They have partial resistance to poison.
-->In the C'tissian society, predator lizards are considered stupid, aggressive and untrustworthy. Members of the predator race are enslaved and forced to endure manual labor. Their temperament and strength make them well suited for combat, so they are trained in warfare by special Taskmasters. The slave warriors are armed with tridents and can use their jaws to bite opponents in close combat. They have partial resistance to poison.

Some prominent Slave Warriors receive additional training and scale cuirasses for protection. They are feared by ordinary C'tissians, but are disciplined enough not to kill and eat their masters. They have partial resistance to poison.
-->Some prominent slave warriors receive additional training and scale cuirasses for protection. They are feared by ordinary C'tissians, but are disciplined enough not to kill and eat their masters. They have partial resistance to poison.

This predatory race of intelligent lizards has been enslaved by C'tis and forced to endure manual labor. Their temperament and strength make them well suited for combat. Lizard Warriors are armed with tridents and can use their jaws to bite opponents in close combat. They have partial resistance to poison.
-->This predatory race of intelligent lizards has been enslaved by C'tis and forced to endure manual labor. Their temperament and strength make them well suited for combat. Lizard warriors are armed with tridents and can use their jaws to bite opponents in close combat. They have partial resistance to poison.

The Runner is a strange birdlike breed of predator lizards able to outrun even the fastest of humans. They carry light spears but no other equipment or armor. They have partial resistance to poison.
-->The runner is a strange birdlike breed of predator lizards able to outrun even the fastest of humans. They carry light spears, but no other equipment or armor. They have partial resistance to poison.

Ceremonies and parades are common in the sacred kingdom and gilded lizard-drawn chariots can often be seen in the temple city. The Chariots are used in warfare as well as in parades. With scythed wheels, the Chariot is mainly an offensive weapon. Its charge causes tremendous damage to lightly armored troops. Lizard charioteers are armed with falchions and scale mail cuirasses.
-->Ceremonies and parades are common in the sacred kingdom and gilded lizard-drawn chariots can often be seen in the temple city. The chariots are used in warfare as well as in parades. With scythed wheels, the chariot is mainly an offensive weapon. Its charge causes tremendous damage to lightly armored troops. Lizard charioteers are armed with falchions and wear scale mail cuirasses.

The sons of the Lizard Kings are infallible by doctrine, and most of them are quite arrogant and full of themselves. They are often seen riding gilded lizard-drawn chariots in the numerous religious processions of the kingdom, eager to flaunt their sacred heritage and impress the populace. The heirs are trained in the temples as priests, warriors and generals.
-->The sons of the Lizard Kings are infallible by doctrine and most of them are quite arrogant and full of themselves. They are often seen riding gilded lizard-drawn chariots in the numerous religious processions of the kingdom, eager to flaunt their sacred heritage and impress the populace. The heirs are trained in the temples as priests, warriors and generals.

The priests of C'tis keep large, venomous serpents in the dark and humid caverns beneath their temples. The snakes seem to be intelligent and are easy to train. They are revered by the people of C'tis and are considered good luck in difficult times. The sight of a Sacred Serpent raises the spirits of soldiers and gives them hopes of victory. Sacred Serpents have partial resistance to poison.
-->The priests of C'tis keep large, venomous serpents in the dark and humid caverns beneath their temples. The snakes seem to be intelligent and easy to train. They are revered by the people of C'tis and are considered good luck in difficult times. The sight of a sacred serpent raises the spirits of soldiers and gives them hope of victory. Sacred serpents have partial resistance to poison.

The Commanders of C'tis are armed identically to the C'tissian Heavy Infantry. Their armor is gilded and ornate, and they have partial resistance to poison.
-->The commanders of C'tis are armed identically to the C'tissian heavy infantry. Their armor is gilded and ornate and they have partial resistance to poison.

The Lizard Lords are proficient leaders armed with falchions and gilded scale armor. They are second only to the Lizard Kings in their skill in warfare. They have partial resistance to poison.
-->The Lizard Lords are proficient leaders equipped with falchions and gilded scale armor. They are second only to the Lizard Kings in their skill in warfare. They have partial resistance to poison.

In the Empoisoners' Guild, apprentices are trained to make poison bullets. These bullets crack open on impact, releasing poisonous fumes. The Poison Slingers use these bullets with slings to increase the range of their weapons. They have partial resistance to poison.
-->In the Empoisoners' Guild, apprentices are trained to make poison bullets. These bullets crack open on impact, releasing poisonous fumes. The poison slingers use these bullets with slings to increase the range of their weapons. They have partial resistance to poison.

This is a fearsome lizard skilled in the arts of both assassination and magic. They are armed with poison slings and can only be trained in the Empoisoners' Guild. They are totally immune to poison.
-->These are fearsome lizards skilled in the arts of both assassination and magic. They are armed with poison slings and can only be trained in the Empoisoners' Guild. They are totally immune to poison.

The Taskmaster is in charge of the enslaved Predator Lizards. Taskmasters are armed with a whip, which is also used to keep the Predators in line. They have partial resistance to poison.
-->The Taskmaster is in charge of the enslaved predator lizards. Taskmasters are armed with whips, which are also used to keep the predators in line. They have partial resistance to poison.

The black-robed priests of C'tis are revered and treated with total respect in the sacred kingdom. They are trained in the temple city were they perform the sacred services and train the Sacred Serpents. Each priest is served by a harem of Hierodules. They have partial resistance to poison.
-->The black-robed priests of C'tis are revered and treated with total respect in the sacred kingdom. They are trained in the temple city were they perform the sacred services and train the sacred serpents. Each priest is served by a harem of Hierodules. They have partial resistance to poison.

The Order of the Sauromancers is a secretive one, and only after passing three rites of initiation is one considered a full member of the order. When a Reborn has passed the last initiation, the Rite of Three Gates, in which the mage enters the Underworld and immerses himself in black waters of the Underworld. If he returns, he is given a crown and full authority as a Sauromancer. 
-->The Order of the Sauromancers is a secretive one and only after passing three rites of initiation is one considered a full member of the Order. In the last initiation, the Rite of Three Gates, the Reborn enters the Underworld and immerses himself in the black waters of that dark Realm. If he returns, he is given a crown and full authority as a Sauromancer. 

The Sauromancers discovered the secrets of dark magic in ancient times, and the magic of Death was prudently practiced during these times. However, when Ermor stole the secrets of life and death and perverted them, the Sauromancers knew that swift destruction would soon follow. They decided to aid the priests of C'tis with advice and prepare the kingdom for the coming catastrophe. Sauromancers are very powerful Death mages with some skill in Nature magic, as well as other magic Paths. The immersion in the black waters of the Underworld gives them total immunity to poisons and almost impervious hides.
-->The Sauromancers discovered the secrets of dark magic in ancient times and the magic of Death was prudently practiced during these times. However, when Ermor stole the secrets of life and death and perverted them, the Sauromancers knew that swift destruction would soon follow. They decided to aid the priests of C'tis with advice and prepare the kingdom for the coming catastrophe. Sauromancers are very powerful Death mages with some skill in Nature magic, as well as other magic paths. The immersion in the black waters of the Underworld gives them total immunity to poisons and almost impervious hides.

The Order of the Sauromancers is a secretive one, and only after passing three rites of initiation is one considered a full member of the order. When an initiate has passed the second initiation, the Rite of Rebirth, in which he is symbolically killed and entombed, the initiate is given the title of Reborn and given responsibilities and freedom.
-->The Order of the Sauromancers is a secretive one and only after passing three rites of initiation is one considered a full member of the Order. When an initiate has passed the second initiation, the Rite of Rebirth, in which he is symbolically killed and entombed, he is given the title of Reborn and given responsibilities and freedom.

With the fall of Ermor, necromantic magic lost some of its appeal. The Sauromancers withdrew into the Temple Marsh and begun to study other Paths of magic. The Marshmasters still have some necromantic skills, but they also follow the Paths of Nature and Water magic. They have partial resistance to poison.
-->With the Fall of Ermor, necromantic magic lost some of its appeal. The Sauromancers withdrew into the Temple Marsh and began to study other paths of magic. The Marshmasters still have some necromantic skills, but they also follow the paths of Nature and Water magic. They have partial resistance to poison.

The Shamen are the rulers of the barbarian predator lizards and have knowledge in the Paths of Nature and Astral magic. They have partial resistance to poison.
-->The shamans are the rulers of the barbarian predator lizards and have knowledge in the paths of Nature and Astral magic. They have partial resistance to poison.

The Lizard King is the supreme priestly authority in C'tis. Lizard Kings receive physical, mental, and religious training from the moment they are hatched. They command all and lead the sacred services in the temple city. Lizard Kings are formidable leaders, powerful warriors, and mighty priests. They have partial resistance to poison.
-->The Lizard King is the supreme priestly authority in C'tis. Lizard Kings receive physical, mental and religious training from the moment they are hatched. They command all and lead the sacred services in the Temple City. Lizard Kings are formidable leaders, powerful warriors and mighty priests. They have partial resistance to poison.

The Keeper of the Tombs is a mage priest of the Sacred Tombs. They serve the Tomb Kings and the Sauromancers and keep the green flames of the Bane Fires blazing in the dark halls of the Sacred Tombs.
-->The Keeper of the Tombs is a mage-priest of the Sacred Tombs. They serve the Tomb Kings and the Sauromancers and keep the green flames of the Bane Fires blazing in the dark halls of the Sacred Tombs.

The Sauromancers discovered the secrets of dark magic in ancient times, and the magic of Death was prudently practiced during these times. However, when Ermor stole the secrets of life and death and perverted them, the Sauromancers changed their ways. Dark rituals were secretly performed in the tombs of ancient kings. Bane Fires were lit in braziers not used for millennia. Dried husks of legendary kings were reawakened to share the thrones of living kings. The Sauromancers has become a priestly order and have all but replaced the remaining High Priests. The Sauromancers of this era are very powerful Death mages skilled in Fire magic, necessary to light the Bane Fire Braziers. They have partial resistance to poison.
-->The Sauromancers discovered the secrets of dark magic in ancient times and the magic of Death was prudently practiced during these times. However, when Ermor stole the secrets of life and death and perverted them, the Sauromancers changed their ways. Dark rituals were secretly performed in the tombs of ancient kings. Bane Fires were lit in braziers not used for millennia. Dried husks of legendary kings were reawakened to share the thrones of living kings. The Sauromancers have become a priestly order and have all but replaced the remaining High Priests. The Sauromancers of this era are very powerful Death mages and skilled also in Fire magic, which is necessary to light the Bane Fire Braziers. They have partial resistance to poison.

The Desert Rangers are elite warriors patrolling the Desert of Tombs to prevent looters and enemies from entering the sacred tombs. Desert Rangers have dust coloured thick hides and are adept at surviving in the desert.
-->The Desert Rangers are elite warriors patrolling the Desert of Tombs to prevent looters and enemies from entering the Sacred Tombs. Desert Rangers have dust coloured thick hides and are adept at surviving in the desert.

The Tomb Guard is the elite force of C'tis. They serve the Keepers of the Tombs and protect the ancient structures of the desert. They rarely leave the Sacred Desert, but when they do, the enemies of C'tis tremble. The Tomb Guards are larger and stronger than their brethren and their dust coloured skins are almost impregnable.
-->The Tomb Guard is the elite force of C'tis. They serve the Keepers of the Tombs and protect the ancient structures of the desert. They rarely leave the Sacred Desert, but when they do, the enemies of C'tis tremble. The Tomb Guards are larger and stronger than their brethren and their dust coloured skins are almost impregnable.

When a Lizard King dies, his body is mummified and buried in a sacred tomb. The dead king is revered in death as he was in life, and his mummified body is considered most holy. In order to build a dual empire of life and death, the Sauromancers have awakened the kings of old. The mummified remains of a Lizard King is brought from his sanctum and given false life and powers over the dead. His priestly powers gives him command over the dead as well as the living and can rival those of the Ermorian Arch Bishops of Eldregate.
-->When a Lizard King dies, his body is mummified and buried in a sacred tomb. The dead king is revered in death, as he was in life, and his mummified body is considered most holy. In order to build a dual empire of life and death, the Sauromancers have awakened the kings of old. The mummified remains of a Lizard King are brought from his sanctum and given false life and powers over the dead. His priestly powers give him command over the dead as well as the living and can rival those of the Ermorian Arch Bishops of Eldregate.

When a King was entombed he was always buried with his retinue of servants and warriors. Tomb Chariots are Longdead Lizard chariots, emerging from the tombs of ancient kings to wage war on the enemies of the sacred kingdom.
-->When a King was entombed, he was always buried with his retinue of servants and warriors. Tomb Chariots are longdead lizard chariots, emerging from the tombs of ancient kings to wage war on the enemies of the Sacred Kingdom.

Udum'ukinna was the firstborn son of Ekishnugal, the First King. When the kingdom found itself threatened by the Priest King Etimmu and his host of Shades, Udum'ukinna led the lizard host with great success against the spectral legions. But Udum'ukinna and his generals were cowardly attacked by Shades in the night. Etimmu, who had learned necromancy by the Sauromancers, was afraid that the Sauromancers would revive the royal heir. He dismembered the body of Udum'ukinna and placed his body parts in thirteen secret vaults. But Udum'ukinna had a lover and companion, that torn by grief, traveled to the Shaded Lands and uncovered the bodyparts of the prince and reassembled him and gave him life back. But Zilammu failed to find one piece of his body. The reassembled prince has no tail. Such was the power of Zilammu's ritual of rebirth that Udum'ukinna was not just reborn, but became truly immortal. But his new body could not harbor love, and he and his companion parted ways. Now he appears from time to time to aid his King.
-->Udum'ukinna was the firstborn son of Ekishnugal, the First King. When the kingdom found itself threatened by the Priest King Etimmu and his host of shades, Udum'ukinna led the lizard host against the spectral legions with great success. But Udum'ukinna and his generals were surprised by a cowardly sneak-attack by shades in the night. Etimmu, who had learned necromancy from the Sauromancers, was afraid that the Sauromancers would revive the Royal Heir. He dismembered the body of Udum'ukinna and placed his body parts in thirteen secret vaults. But Udum'ukinna had a lover and companion who, torn by grief, traveled to the Shaded Lands and uncovered the body parts of the Prince and reassembled him and gave him back life. But Zilammu failed to find one piece of his body. The Reassembled Prince has no tail. Such was the power of Zilammu's Ritual of Rebirth that Udum'ukinna was not just reborn, but became truly immortal. But his new body could not harbor love and he and his companion parted ways. Now he appears from time to time to aid his King.

Zilammu is the only known female to become a Sauromancer. She devoted her life to the study of life, death and rebirth during the time of Ekishnugals reign, when magic was less formalized. She came to know Udum'ukinna, the son of the First King and became his companion and lover until he was dismembered by Etimmu. Zilammu gave up her position in the order and left for the Shaded Lands where she found and reassembled her lover in a great ritual of rebirth. Udum'ukinna became immortal, but true life was not given him. Instead he lives on in a dried husk incapable of love or tender emotions, and Zilammu and Udum'ukinna parted ways. Zilammu has returned to the Kingdom, but rarely aid the Sauromancers whom she distrusts.
-->Zilammu is the only known female to have become a Sauromancer. She devoted her life to the study of life, death and rebirth during the time of Ekishnugal's reign, when magic was less formalized. She came to know Udum'ukinna, the son of the First King, and became his companion and lover until he was dismembered by Etimmu. Zilammu gave up her position in the Order and left for the Shaded Lands where she found and reassembled her lover in a great Ritual of Rebirth. Udum'ukinna became immortal, but true life was not returned to him. Instead, he lives on in a dried husk incapable of love or tender emotions and Zilammu and Udum'ukinna parted ways. Zilammu has returned to the Kingdom, but rarely aids the Sauromancers, whom she distrusts.

Ekishnugal was the First King and founder of the ancient kingdom of C'tis. His memory still lives in the legends of the kingdom. He was mummified in a great tomb ages ago, and has rested peacefully ever since. In recent times, Sauromancers have tried to locate his hidden tomb in order to reawaken the legendary king. When the tomb was found, the traps inside killed many intruders, but finally the ritual of rebirth was completed, and the First King emerged in unholy splendor. Ekishnugal is a powerful mage of Death and a mighty priest of the dead. He wears a mask of jade to give him a semblance of life. His legendary status inspires C'tissians to great deeds.
-->Ekishnugal was the First King and founder of the ancient kingdom of C'tis. His memory still lives in the legends of the kingdom. He was mummified in a great tomb ages ago and has rested peacefully ever since. In recent times, Sauromancers have tried to locate his hidden tomb in order to reawaken the legendary king. When the tomb was found, the traps inside killed many intruders, but finally the Ritual of Rebirth was completed and the First King emerged in unholy splendor. Ekishnugal is a powerful mage of Death and a mighty priest of the dead. He wears a mask of jade to give him a semblance of life. His legendary status inspires C'tissians to great deeds.

When a Sacred Serpent dies, it is mummified and placed in a small tomb. When the present Lizard King dies, the mummified Serpents are removed from their tombs and buried with the king. A Tomb King can call upon his mummified Serpents and give them false life. These reanimated serpents are called Tomb Wyrms. They are unholy and can be empowered by Grave Consorts and Tomb Priests. Tomb Wyrms are not poisonous.
-->When a sacred serpent dies, it is mummified and placed in a small tomb. When the present Lizard King dies, the mummified serpents are removed from their tombs and buried with the king. A Tomb King can call upon his mummified serpents and give them false life. These reanimated serpents are called tomb wyrms. They are unholy and can be empowered by Grave Consorts and Tomb Priests. Tomb wyrms are not poisonous.

The temples of Caelum are guarded by fanatical soldiers who have given up the ability to fly. By cutting their wings, they lose the freedom so highly valued in Caelian society, and commit themselves to serving their God and master. The loss of wings grants them greater agility on the ground and lets them fight in dense formations. The Temple Guards don the traditional armaments of the Iceclads that magically temper with colder climate. Their ice blades are magical weapons able to hurt ethereal beings.
-->The temples of Caelum are guarded by fanatical soldiers who have given up the ability to fly. By cutting their wings, they lose the freedom so highly valued in Caelian society and commit themselves to serving their God and Master. The loss of wings grants them greater agility on the ground and lets them fight in dense formations. The Temple Guards don the traditional armaments of the Iceclads that magically temper with colder climate. Their ice blades are magical weapons capable of hurting ethereal beings.

The elites of the Caelian war machine, the Iceclads don shiny ice hauberks, wield ice blades, and are protected by a transparent shield of ice known as an ice aegis. The ice armor is difficult to make and time consuming to forge. The protection gained from ice armor depends on the temperature of the province. Their ice blades are magical weapons able to hurt ethereal beings.
-->The elites of the Caelian war machine, the Iceclads don shiny ice hauberks, wield ice blades and are protected by a transparent shield of ice known as an ice aegis. The ice armor is difficult to make and time consuming to forge. The protection gained from ice armor depends on the temperature of the province. Their ice blades are magical weapons capable of hurting ethereal beings.

Skilled Spire Horn Warriors are rewarded status as Storm Guards. They are specially trained to be able to fly even during heavy storms, and each is equipped with an ice cuirass and ice aegis. Their training and armors give them increased resistance to cold and lightning. The protection gained from the ice armor depends on the temperature of the province. Their ice lances are magical weapons able to hurt ethereal beings.
-->Skilled Spire Horn warriors are rewarded with status as Storm Guards. They are specially trained to be able to fly even during heavy storms and each is equipped with an ice cuirass and ice aegis. Their training and armor give them increased resistance to cold and lightning. The protection gained from the ice armor depends on the temperature of the province. Their ice lances are magical weapons capable of hurting ethereal beings.

Caelians make poor fighters. They are of lighter stock than humans, and their wings make them slow in hand-to-hand combat. But the ability of flight has other benefits; Caelian armies are quick and unpredictable. Their ice blades are magical weapons able to hurt ethereal beings, and the magical ice in their ice studded armor tempers and hardens in cold provinces.
-->Caelians make poor fighters. They are of lighter stock than humans and their wings make them slow in hand-to-hand combat. But the ability of flight has other benefits; Caelian armies are quick and unpredictable. Their ice blades are magical weapons capable of hurting ethereal beings and the magical ice in their ice studded armor tempers and hardens in cold provinces.

Caelians make poor fighters. They are of lighter stock than humans, and their wings make them slow in hand-to-hand combat. But the ability of flight has other benefits; Caelian armies are quick and unpredictable. Their ice lances are magical weapons able to hurt ethereal beings, and the magical ice in their ice studded armor tempers and hardens in cold provinces.
-->Caelians make poor fighters. They are of lighter stock than humans and their wings make them slow in hand-to-hand combat. But the ability of flight has other benefits; Caelian armies are quick and unpredictable. Their ice lances are magical weapons capable of hurting ethereal beings and the magical ice in their ice studded armor tempers and hardens in cold provinces.

Caelian Archers are known for their skill in marksmanship. Archery is much preferred over melee combat, and most of the Caelian army is comprised of quick and efficient Archers.
-->Caelian archers are known for their skill in marksmanship. Archery is much preferred over melee combat and most of the Caelian army is comprised of quick and efficient archers.

A Blizzard Warrior is an elite Caelian Archer with heavier protection. The magical ice in their ice-studded armor tempers and hardens in cold provinces.
-->The Blizzard Warriors are elite Caelian archers with heavier protection. The magical ice in their ice-studded armor tempers and hardens in cold provinces.

There are three Caelian Clans. The Raptor Clan of Raven's Vale and the Clan of Spire Horn, are both physically stronger than the high Caelians of the ice palaces. Spire Horn Caelians are less resistant to cold, but have some resistance to lightning and thunder. The Spire Horn warriors take great pride in their combat skills, and the most prominent are trained as Storm Guards. Their ice lances are magical weapons able to hurt ethereal beings.
-->There are three Caelian Clans. The Raptor Clan of Raven's Vale and the Clan of Spire Horn are both physically stronger than the High Caelians of the ice palaces. Spire Horn Caelians are less resistant to cold, but have some resistance to lightning and thunder. The Spire Horn warriors take great pride in their combat skills and the most prominent are trained as Storm Guards. Their ice lances are magical weapons capable of hurting ethereal beings.

The Wingless are misshapen Caelians born in Raven's Vale. The recent occurrence of these mutations is cause for great alarm in Caelian society. Ostracized and lonely, the Wingless often join the armies of Caelum to earn some respect or die trying. They fight ferociously and do not falter in the face of a welcome death. The Wingless are given light armor, wooden shields, and spears. They are neither cold resistant nor winged. Their ice lances are magical weapons able to hurt ethereal beings.
-->The Wingless are misshapen Caelians born in Raven's Vale. The recent occurrence of these mutations is cause for great alarm in Caelian society. Ostracized and lonely, the Wingless often join the armies of Caelum to earn some respect or die trying. They fight ferociously and do not falter in the face of a welcome death. The Wingless are given light armor, wooden shields and spears. They are neither cold resistant nor winged. Their ice lances are magical weapons capable of hurting ethereal beings.

A Mammoth is a stronger, woolly breed of elephant living in the icy vales of Spire Horn. Due to their great bulk and thick, woolly fur, Mammoths are resistant to cold. They are trained for use in battle by special handlers. The sheer size of Mammoths is enough to let them trample soldiers and horses. Mammoths are intelligent beings with minds of their own. When hurt, they become enraged and terrified and will leave the battlefield by the shortest route possible. Friendly troops as well as enemies are knocked over and trampled during the rout of a Mammoth.
-->A mammoth is a stronger, woolly breed of elephant living in the icy vales of Spire Horn. Due to their great bulk and thick, woolly fur, mammoths are resistant to cold. They are trained for use in battle by special handlers. The sheer size of mammoths is enough to let them trample soldiers and horses. Mammoths are intelligent beings with minds of their own. When hurt, they become enraged and terrified and will leave the battlefield by the shortest route possible. Friendly troops as well as enemies are knocked over and trampled during the rout of a mammoth.

The Seraphines are female priests of the ice temples where they perform masses and tend the frost flowers of the ice gardens. Each frost flower is said to hold the soul of a dead Caelian, and there is rumor of a hidden garden of ashen flowers in Raven's Vale. The Seraphines perform the horrible ceremony of wing cutting, and lead the temple guards into battle.
-->The Seraphines are female priests of the ice temples where they conduct services and tend the frost flowers of the ice gardens. Each frost flower is said to hold the soul of a dead Caelian and there is rumor of a hidden garden of ashen flowers in Raven's Vale. The Seraphines perform the horrible ceremony of wing cutting and lead the Temple Guards into battle.

The Ice Crafters are Caelian craftsmen and mages of frozen water. They make the magical ice used in Caelum. They build palaces, make armor and weapons, as well as common tools. A few of them becomes Enchanters and forge other magical items as well. Ice Crafters use less magical gems when forging a magical item.
-->The Ice Crafters are Caelian craftsmen and mages of frozen Water. They make the magical ice used in Caelum. They build palaces and make armor and weapons as well as common tools. A few of them become Enchanters and forge other magical items as well. Ice Crafters use less magical gems when forging a magical item.

The High Seraphs are the highest ranking of the Seraphs. They live in the Palace of Frozen Crystal where they decide on the future of Caelum. The memory of the fall of Raven's Vale has led them to prudence and seclusion from other societies. Only recently has any contact been made with the outside world. The High Seraphs are mighty Air mages and are also skilled in the Path of Water.
-->The High Seraphs are the highest ranking of the Seraphs. They live in the Palace of Frozen Crystal where they decide on the future of Caelum. The memory of the fall of Raven's Vale has led them to prudence and seclusion from other societies. Only recently has any contact been made with the outside world. The High Seraphs are mighty Air mages and are also skilled in the path of Water.

The Eagle Kings are the last remaining Yazatas, or 'Adorable Ones'. The Yazatas were semi-divine beings of an earlier age and the ancestors of the Caelians. Their power was broken by the previous Pantokrator and most fled to the celestial sphere ages ago. The few remaining Yazatas hid beyond the clouds of the highest mountains and begot offspring known as Caelians. From their palace they rule their lesser kin and plan the reconquest of a world once theirs. Eagle Kings are surrounded by an Aura of Splendour that strikes mortals with awe. They have very long lifespans and are very powerful mages of winds and weather. They wear crowns and don enchanted golden armor.
-->The Eagle Kings are the last remaining Yazatas, or 'Adorable Ones'. The Yazatas were semi-divine beings of an earlier age and the ancestors of the Caelians. Their power was broken by the previous Pantokrator and most fled to the Celestial Sphere ages ago. The few remaining Yazatas hid beyond the clouds of the highest mountains and begot offspring known as Caelians. From their palace they rule their lesser kin and plan the reconquest of a world once theirs. Eagle Kings are surrounded by an Aura of Splendour that strikes mortals with awe. They have very long lifespans and are very powerful mages of winds and weather. They wear crowns and don enchanted golden armor.

The Yazatas, or 'Adorable Ones' were semi-divine beings of an earlier age and the ancestors of the Caelians. Their power was broken by the previous Pantokrator and most fled to the celestial sphere ages ago. Yazatas arm themselves with spears and bucklers and don enchanted golden armors. Yazatas are attuned to the air and are able to fly during storms. They are sacred to the people of Caelum.
-->The Yazatas, or 'Adorable Ones' were semi-divine beings of an earlier age and the ancestors of the Caelians. Their power was broken by the previous Pantokrator and most fled to the Celestial Sphere ages ago. Yazatas arm themselves with spears and bucklers and don enchanted golden armor. Yazatas are attuned to the air and are able to fly during storms. They are sacred to the people of Caelum.

The elite of the Caelian war machine, the Iceclads don icicle hauberks, wield ice blades, and shields. The ice armor is difficult to make and time consuming to forge. The protection gained from ice armor depends on the temperature of the province. Their ice blades are magical weapons able to hurt ethereal beings.
-->The elite of the Caelian war machine, the Iceclads don icicle hauberks, wield ice blades and carry shields. The ice armor is difficult to make and time consuming to forge. The protection gained from ice armor depends on the temperature of the province. Their ice blades are magical weapons capable of hurting ethereal beings.

There are three Caelian Clans. The Raptor Clan of Raven's Vale are physically stronger than the high Caelians of the ice palaces. Raptor clan Caelians are not resistant to cold and use iron weapons.
-->There are three Caelian Clans. The Caelians of the Raptor Clan of Raven's Vale are physically stronger than the High Caelians of the ice palaces. Raptor Clan Caelians are not resistant to cold and use iron weapons.

Sometimes a Raptor is born with black wings. This is a sure sign of greatness, and the youngster is trained either as a Harab Seraph, or as an Iron Crow, the Raptor clan elites.
-->Sometimes a Raptor is born with black wings. This is a sure sign of greatness and the youngster is trained either as a Harab Seraph or an Iron Crow, the Raptor clan elites.

Skilled Spire Horn Warriors are rewarded status as Tempest Warriors. They are specially trained to be able to fly even during heavy storms. Their training and armors give them increased resistance to lightning. They do not carry ice armors, but they use ice lances, magical weapons able to hurt ethereal beings.
-->Skilled Spire Horn warriors are rewarded with status as Tempest Warriors. They are specially trained to be able to fly even during heavy storms. Their training and armor give them increased resistance to lightning. They do not wear ice armor, but they use ice lances, magical weapons capable of hurting ethereal beings.

The Tempest Lords are the commanders of the Tempest Warriors, elite Spire Horn Warriors, specially trained to be able to fly even during heavy storms. Their training and armors give them increased resistance to lightning. They do not carry ice armors, but they use ice blades, magical weapons able to hurt ethereal beings.
-->The Tempest Lords are the commanders of the Tempest Warriors, elite Spire Horn Warriors specially trained to be able to fly even during heavy storms. Their training and armor give them increased resistance to lightning. They do not wear ice armor, but they use ice blades, magical weapons capable of hurting ethereal beings.

The Harab Seraphs are the black-feathered rulers of the Raptor Clan. Since the first contacts with men and an Ermorian Augur Elder, they have become enamoured with the necromantic arts. The Harab were never as skilled in Air magic as the Seraphs of Caelum and the discovery of another form of magic was seductive. The Eagle Kings warn the Harab that there are dangers involved in the breaking of traditions, but to date, the new arts have only increased the strength of Caelum.
-->The Harab Seraphs are the black-feathered rulers of the Raptor Clan. Since the first contacts with men and an Ermorian Augur Elder, they have become enamoured with the necromantic arts. The Harab were never as skilled in Air magic as the Seraphs of Caelum and the discovery of another form of magic was seductive. The Eagle Kings warn the Harab that there are dangers involved in the breaking of traditions, but to date, the new arts have only increased the strength of Caelum.

Isvat the Unwinged is a Yazad warrior who stayed behind when his kin left this world. While the Eagle Kings hid in the mountains, Isvat cut his wings to remind him that he was a being of this world. He then and traveled wide and far as a lesser being and learned much of the world. After centuries, he returned to Caelum and found the descendants of the Yazatas under attack and their temples destroyed by lesser beings of the empire of Spring and Autumn. Isvat rallied the Caelians and fought to defend the temples and led them to victory. Those who followed him cut their wings in his image and formed the sacred Temple Guard.
-->Isvat the Unwinged is a Yazad warrior who stayed behind when his kin left this world. While the Eagle Kings hid in the mountains, Isvat cut his wings to remind himself that he was a being of this world. He then and traveled far and wide as a lesser being and learned much of the world. After centuries, he returned to Caelum and found the descendants of the Yazatas under attack and their temples destroyed by lesser beings of the empire of Spring and Autumn. Isvat rallied the Caelians and fought to defend the temples and led them to victory. Those who followed him cut their wings in his image and formed the sacred Temple Guard.

When the new God came to the scattered Raptor Clans, he reformed the cultic structure of the Raptors. The wisest and most skilled Seraphim were entrusted with the leadership of the cult. When the lost clan returned to Caelum, they replaced not only the High Seraphs as leaders, but also the Seraphines as priests of the reformed nation. The Harab Elders are powerful mages of the Wind and the afterlife.
-->When the new God came to the scattered Raptor Clans, he reformed the cultic structure of the Raptors. The wisest and most skilled Seraphs were entrusted with the leadership of the cult. When the lost clan returned to Caelum, they replaced not only the High Seraphs as leaders, but also the Seraphines as priests of the reformed nation. The Harab Elders are powerful mages of the Winds and the Afterlife.

The Harab Seraphs are the black-feathered rulers of the Raptor Clan. With the coming of the new God, they have replaced the Seraphim as rulers of the Caelian society. Their traditional training in the necromantic arts has not been abandoned, but the God Returned needs steel for his growing armies. The Harab Seraphim now wield a wider arcane spectra.
-->The Harab Seraphs are the black-feathered rulers of the Raptor Clan. With the coming of the new God, they have replaced the Seraphs as rulers of the Caelian society. Their traditional training in the necromantic arts has not been abandoned, but the God Returned needs steel for his growing armies. The Harab Seraphs now wield a wider arcane spectrum.

The Caretakers are Caelian priest mages of the afterlife. Since the return of the Raptors the dead are no longer placed in the Towers of Silence to be torn apart by predator birds, but are buried in the ground. The Caretakers tend the dead and lead most ceremonies in the kingdom.
-->The Caretakers are Caelian priest mages of the afterlife. Since the return of the Raptors, the dead are no longer placed in the Towers of Silence to be torn apart by predator birds, but are buried in the ground. The Caretakers tend the dead and lead most ceremonies in the kingdom.

The Iron Crafters are the successors of the Ice Crafters of High Caelum. With the return of the Raptors, iron was more sorely needed then the expensive ice of earlier times. Ice crafting has been all but abandoned, but the skills in item forging have remained in the kingdom. Iron Crafters are earth mages specializing in magical forging and uses less gems when items are forged.
-->The Iron Crafters are the successors of the Ice Crafters of High Caelum. With the return of the Raptors, iron was more sorely needed than the expensive ice of earlier times. Ice crafting has been all but abandoned, but the skills in item forging have remained in the kingdom. Iron Crafters are Earth mages specializing in magical forging and use less gems when forging items.

Sometimes a Raptor is born with black wings. This is a sure sign of greatness and the youngster is trained either as a Harab Seraph, or as a Raven Guard, the Raptor clan elites. The Raptor clan Caelians aren't cold resistant, so the Raven Guards don plate cuirasses in battle. They fight with dagger and sword, a deadly combination.
-->Sometimes a Raptor is born with black wings. This is a sure sign of greatness and the youngster is trained either as a Harab Seraph or a Raven Guard, the Raptor clan elites. The Raptor clan Caelians aren't cold resistant, so the Raven Guards don plate cuirasses in battle. They fight with dagger and sword, a deadly combination.

With the return of the raptors, the Wingless of Raven's Vale were rewarded by the victorious Harab Seraphim. The old ice temples were replaced by mausoleums of stone and iron and the Wingless were placed as guardians of these new temples. A sacred military order was formed and the old temple guard was replaced by the Earthbound who were bereft of flight, not as an act of will, but as an act of divine intervention. The Earthbound draw strength from the earth and are reinvigourated as long as they touch the ground. They fight in heavy plate armors and are stronger than even the Raven Guard
-->With the return of the raptors, the Wingless of Raven's Vale were rewarded by the victorious Harab Seraphs. The old ice temples were replaced by mausoleums of stone and iron and the Wingless were placed as guardians of these new temples. A sacred military order was formed and the old Temple Guard was replaced by the Earthbound who were bereft of flight, not as an act of will, but as an act of divine intervention. The Earthbound draw strength from the earth and are reinvigorated as long as they touch the ground. They fight in heavy plate armor and are stronger than even the Raven Guard.

The Harab Seraphs are the black-feathered rulers of the scattered Raptor societies. Their necromantic arts that led to their expulsion from Caelum, are still practiced and used to command their subjects in death as well as in life.
-->The Harab Seraphs are the black-feathered rulers of the scattered Raptor societies. The necromantic arts that led to their expulsion from Caelum are still practiced and used to command their subjects in death as well as in life.

The Mounted Hirdman is a mounted elite warrior of a Jarl's hird. They ride magnificent fay horses, and are able to create illusions that hide their true selves.
-->The mounted Hirdman is a mounted elite warrior of a Jarl's Hird. They ride magnificent fay horses and are able to create illusions that hide their true selves.

The Herses are the chiefs of Helheim. The Vanherse is a religious leader who performs sacrifices and lesser ceremonies. The Vanherse can use Air magic. In battle, they wear chain hauberks and ride magnificent fay horses. The Vanherses of Helheim cannot sail.
-->The Herses are the chiefs of Helheim. The Vanherse is a religious leader who performs sacrifices and lesser ceremonies. Vanherses can use Air magic. In battle, they wear chain hauberks and ride magnificent fay horses. The Vanherses of Helheim cannot sail.

The Helhirding is a sacred warrior of a Helhird. The Helhird once served a dead god and could be seen as a spectral army watching over triumphant armies ready to slay routing soldiers. Now the Helhird serves the hanged kings of Helhalla.
-->The Helhirding is a sacred warrior of a Helhird. The Helhird once served a dead god and could be seen as a spectral army watching over triumphant armies, ready to slay routing soldiers. Now the Helhird serves the Hanged Kings of Helhalla.

Helkarlar are the chiefs of Helheim and commanders of the Helhirds. The Helkarl is a religious leader who performs sacrifices and lesser ceremonies. The Helkarl can use Death magic. In battle, they wear scale mail and ride magnificent dark horses.
-->Helkarlar are the chiefs of Helheim and commanders of the Helhirds. The Helkarl is a religious leader who performs sacrifices and lesser ceremonies. The Helkarl can use Death magic. In battle, Helkarlar wear scale mail and ride magnificent dark fay horses.

The Dis is a female Van warrior sorceress and commander of the Valkyries. Disir were blessed by a dead god in ages past and can fly. Disir wear magical scale mail armors.
-->The Dis is a female Van warrior sorceress and commander of the Valkyries. Disir were blessed by a dead god in ages past and can fly. Disir wear magical scale mail armor.

The Hangadrott is an ancient Helkarl that has hung himself from an ash tree to gain knowledge in the dark arts. For ages, they withdrew to Helhalla, where the dead pass by on their way to the Underworld, but they have returned with the coming of the new God. Few of these ancient mages still survive, and they have great influence over the affairs of the Vanir of Helheim. Hangadrotts wear magical light weight armor.
-->The Hangadrott is an ancient Helkarl who has hung himself from an ash tree to gain knowledge in the dark arts. For ages, they withdrew to Helhalla where the dead pass by on their way to the Underworld, but they have returned with the coming of the new God. A few of these ancient mages still survive and they have great influence over the affairs of the Vanir of Helheim. Hangadrotts wear magical lightweight armor.

The Svartalf is a Dwarf of sinister nature. Like all Dwarves, they shun the daylight and prefer to live in deep caves to work their wonders. The Svartalfs have fled the advance of man, and found refuge in the hills near Gnipahlan, where the dead pass by and the Hangadrotts reign. Svartalfs are old practitioners of dark magics, but are not as skilled mages of the Earth as their Dwarven cousins.
-->The Svartalf is a dwarf of sinister nature. Like all dwarves, they shun the daylight and prefer to live in deep caves to work their wonders. The Svartalfs have fled the advance of man and found refuge in the hills near Gnipahlan where the dead pass by and the Hangadrotts reign. Svartalfs are old practitioners of dark magics, but not as skilled mages of the Earth as their dwarven cousins.

The Vanir often capture humans in raids and war. These are brought home and used as serfs in the households of the Herses. Some serfs are allowed or forced to fight for the Vanir. They are equipped with spears, shields, and leather armors.
-->The Vanir often capture humans in raids and war. These are brought home and used as serfs in the households of the Herses. Some serfs are allowed or forced to fight for the Vanir. They are equipped with spears, shields and leather armor.

The Vanheres are the elite warriors of Vanheim. They are able to enter a sacred state of battle fury. Vanheres fight with sword and axe.
-->Vanheres are the elite warriors of Vanheim. They are able to enter a sacred state of battle fury. Vanheres fight with sword and axe.

Vanheim is ruled by Vanir, but humans compose most of the population and are frequently used in warfare. The Huskarl are armed with axes or spears and javelins, and equip ring mail hauberks, shields, and helmets.
-->Vanheim is ruled by Vanir, but humans compose most of the population and are frequently used in warfare. The Huskarlar are armed with axes or spears and javelins and use ring mail hauberks, shields and helmets for protection.

Vanheim is ruled by Vanir, but humans compose most of the population and are frequently used in warfare. The Hirdman is the elite guard of a Jarl's host. They are armed with spears or swords and shields and wear chain mail hauberks and helmets.
-->Vanheim is ruled by Vanir, but humans compose most of the population and are frequently used in warfare. The Hirdman is an elite guard of a Jarl's host. Hirdmen are armed with spears or swords and shields and wear chain mail hauberks and helmets.

The Einheres are fanatical humans blessed (or cursed) by their masters with the ability to enter a state of blind rage. They are armored in chain mail and wield a sword and axe, a deadly combination.
-->Einheres are fanatical humans blessed (or cursed) by their masters with the ability to enter a state of blind rage. They are armored in chain mail and wield a sword and axe, a deadly combination.

Skinshifters are humans who had been given the ability to change shape by the Vanir. The Skinshifters fight as humans until they become seriously hurt, and then turn into halfmen of wolven appearance. The Skinshifters regenerate in both human and wolven form.
-->Skinshifters are humans who have been given the ability to change shape by the Vanir. Skinshifters fight as humans until they become seriously hurt and then turn into halfmen of wolven appearance. Skinshifters regenerate in both human and wolven form.

Most Werewolves are cursed with lycanthropy. Some Werewolves called Skinshifters have voluntarily taken wolven form with the aid of a wolf skin. All Werewolves regenerate.
-->Most werewolves are cursed with lycanthropy. Some werewolves called Skinshifters have voluntarily taken wolven form with the aid of a wolf skin. All werewolves regenerate.

Vanheim is ruled by Vanir, a race of Elvish beings descended from forgotten gods of the distant past. They are far superior to humans in physical and magical strength. All Vanir are masters of illusions and tricksters of the mind. Their halls are hidden in mists, and their soldiers take on false appearances at will. Vanir always ride into battle astride magnificent fay horses of unequaled speed. Vanir are sacred to the inhabitants of Vanheim and can be blessed.
-->Vanheim is ruled by Vanir, a race of Elvish beings descended from forgotten gods of the distant past. They are far superior to humans in physical and magical strength. All Vanir are masters of illusions and tricksters of the mind. Their halls are hidden in mists and their soldiers take on false appearances at will. Vanir always ride into battle astride magnificent fay horses of unequaled speed. Vanir are sacred to the inhabitants of Vanheim and can be blessed.

The Vanadrott is an ancient Vanjarl of great renown given the honorary title of Drott. Few of these ancient heroes still survive, but they have great influence over the affairs of the Vanir. Vanadrotts wear magical light weight armor.
-->The Vanadrott is an ancient Vanjarl of great renown given the honorary title of Drott. Few of these ancient heroes still survive, but they have great influence over the affairs of the Vanir. Vanadrotts wear magical lightweight armor.

The Herses are the chiefs of Vanheim. The Vanherse is a religious leader who performs sacrifices and lesser ceremonies. The Vanherse can use Air magic. In battle, they wear chain hauberks and ride magnificent fay horses. The Vanherses can sail with all their units across one province of open sea.
-->The Herses are the chiefs of Vanheim. The Vanherse is a religious leader who performs sacrifices and lesser ceremonies. Vanherses can use Air magic. In battle, they wear chain hauberks and ride magnificent fay horses. The Vanherses can sail with all their units across one province of open sea.

Huskarlar are the personal guards of the Herse. In battle, they wear ring mail hauberks and wield axes and javelins. Like all other Vans the Herses have a glamour ability that tricks the enemy into not seeing what they should.
-->Huskarlar are the personal guards of the Herse. In battle, they wear ring mail hauberks and wield axes and javelins. Like all other Vans, the Herses have a glamour ability that tricks the enemy into not seeing what they should.

Huskarlar are the personal guards of the Herse. In battle, they wear ring mail hauberks and wield spears and javelins. Like all other Vans the Herses have a glamour ability that tricks the enemy into not seeing what they should.
-->Huskarlar are the personal guards of the Herse. In battle, they wear ring mail hauberks and wield spears and javelins. Like all other Vans, the Herses have a glamour ability that tricks the enemy into not seeing what they should.

The Hirdmen are the elite guards of a Jarl's host. In battle, they wear scale mail hauberks and wield broad swords. Like all other Vans the Herses have a glamour ability that tricks the enemy into not seeing what they should.
-->Hirdmen are the elite guards of a Jarl's host. In battle, they wear scale mail hauberks and wield broad swords. Like all other Vans, the Hirdmen have a glamour ability that tricks the enemy into not seeing what they should.

Scouts are trained to pass unseen through enemy territory. Their reports on enemy army movements and on the resources in enemy lands are invaluable to the prudent warlord. Vanir are masters of illusions and very difficult to detect.
-->Scouts are trained to pass unseen through enemy territory. Their reports on enemy army movements and on the resources in enemy lands are invaluable to the prudent warlord. Vanir are masters of illusion and very difficult to detect.

Herses are the chiefs of Vanheim. Human Herses are common, but they are not allowed to perform religious activities. The Herses are armored in chain hauberks and command the human contingent of Vanheim's armies.
-->Herses are the chiefs of Vanheim. Human Herses are common, but they are not allowed to perform religious activities. Herses are armored in chain hauberks and command the human contingent of Vanheim's armies.

In the deep reaches of Vanheim, the entrance to the halls of Andvare can be found. Here, the Dwarven smiths of great renown practice their crafts. Dwarves are adept Earth magicians and masters of forging. They are said to have crafted many of the most ancient and powerful artifacts.
-->In the deep reaches of Vanheim, the entrance to the Halls of Andvare can be found. Here dwarven smiths of great renown practice their crafts. Dwarves are adept Earth magicians and masters of forging. They are said to have crafted many of the most ancient and powerful artifacts.

The Fay Boar is a breed of magical swine known to exist only in Vanheim. The creatures are sometimes used in warfare, but it is their immortality, not their physical powers, that make them invaluable. The swine are slain each evening to feed the soldiers, but at dawn they are again alive and well, ready to march with the armies of Vanheim.
-->The fay boar is a breed of magical swine known to exist only in Vanheim. The creatures are sometimes used in warfare, but it is their immortality, not their physical powers, that makes them invaluable. The swine are slain each evening to feed the soldiers, but at dawn they are again alive and well, ready to march with the armies of Vanheim.

The Vlva is a human seeress who serves the Vanir. They are diviners and advisors and do not lead armies. Vlvor have the ability to foresee the future and can avert bad events before they occur.
-->The Vlva is a human seeress who serves the Vanir. They are diviners and advisors and do not lead armies. Vlvor have the ability to foresee the future and avert bad events before they occur.

The Galderman is a human mage and shape shifter. Galdermen are versatile mages skilled in Air magic.
-->The Galderman is a human mage and shapeshifter. Galdermen are versatile mages skilled in Air magic.

Asmeger are descendants of the Aesir, ancient gods who were defeated in a cataclysmic war with the Rimtursar ages ago. Asmeger are larger and stronger than humans, but weaker than the giants of Jotunheim. Their Jarls are skilled Air mages.
-->Asmeger are descendants of the Aesir, ancient gods who were defeated in a cataclysmic war with the Rimtursar ages ago. Asmeger are larger and stronger than humans, but weaker than the giants of Jotunheim. Their Jarls are skilled Air mages.

The Wolf Kin of Jotun, or Vaettir, as they call themselves, are a tribal people of goblins living in the deep forests of Jotunheim. They try to avoid contact with the giants, but serve the Gygjas without question. The Hags are sacred to the Wolf Kin, and a Vaetti would gladly die to protect a Gygja in danger. The Wolf Kin wear heavy furs, and some ride into battle mounted on their wolven friends. Vaettir are small and stealthy and can hide in enemy territories.
-->The Wolf Kin of Jotun, or Vaettir, as they call themselves, are a tribal people of goblins living in the deep forests of Jotunheim. They try to avoid contact with the giants, but serve the Gygjas without question. The hags are sacred to the Wolf Kin and a Vaetti would gladly die to protect a Gygja in danger. The Wolf Kin wear heavy furs and some ride into battle mounted on their wolven friends. Vaettir are small and stealthy and can hide in enemy territories.

The Wolf is a common predator in cold climates. Wolves are used in battle by some druids and the small goblins of Jotunheim.
-->The Wolf is a common predator in cold climates. Wolves are used in battle by some druids and the small goblins of Jotunheim.

The Moose is a fierce, forest living beast that feast on small trees.
-->The moose is a fierce, forest living beast that feasts on small trees.

After the success of using wolves in battle, some Vaettir wanted to improve that strategy by using a larger animal, and what could be better than using the largest animal in the forest, the moose. With some help from the Hags, some Vaettir managed to befriend the huge animal. The moose proved to be a most fierce beast in battle, and the Vaettir could do no more than try to remain on its back when it attacked the enemies. To solve this problem the moose riders are equipped with bows so they can fire when the moose is stationary, at least.
-->After the success of using wolves in battle, some Vaettir wanted to improve that strategy by using a larger animal. And what could be better than using the largest animal in the forest, the moose? With some help from the Gygjas, some Vaettir managed to befriend the huge animals. The moose proved to be a most fierce beast in battle and the Vaettir could do no more than try to remain on its back when it attacked the enemies. To solve this problem the moose riders are equipped with bows so they can fire, at least when the moose is stationary.

Huskarlar are the personal guards of a Herse. They wear ring hauberks and helmets and carry round shields and long axes or spears. Huskarlar are handpicked and loyal to their Herse. They have better morale than other giants, but their Herse rarely can afford to give them heavy armor.
-->Huskarlar are the personal guards of a Herse. They wear ring hauberks and helmets and carry round shields and long axes or spears. Huskarlar are handpicked and loyal to their Herse. They have better morale than other giants, but their Herse can rarely afford to give them heavy armor.

The Militia of Jotun are untrained giants equipped with heavy furs, round shields, and long axes. Giants are tremendously strong and large, but size can be a problem when several small enemies gang up on a single giant.
-->The militia of Jotun are untrained giants equipped with heavy furs, round shields and long axes. Giants are tremendously strong and large, but size can be a problem when several small enemies gang up on a single giant.

Jotun Spearmen are giants armored in chain hauberks, helmets, round shields, and long spears. Giants are tremendously strong and large, but size can be a problem when several smaller enemies gang up on one giant.
-->Jotun spearmen are giants armed with long spear and round shield. They wear chain hauberks and helmets. Giants are tremendously strong and large, but size can be a problem when several smaller enemies gang up on one giant.

Axemen are giants armored in chain hauberks, helmets, and round shields. They carry long axes that can only be used by the giants of Jotun. Giants are tremendously strong and large, but size can be a problem when several smaller enemies gang up on one giant.
-->Axemen are giants armed with long axes that can only be used by the giants of Jotun. They wear chain hauberks and helmets and carry round shields. Giants are tremendously strong and large, but size can be a problem when several smaller enemies gang up on one giant.

Javelinists are light infantry units armed with long axes and javelins. The strength of the giants allow them to throw javelins almost as far as a normal short bow would fire.
-->Javelinists are light infantry units armed with long axes and javelins. The strength of the giants allows them to throw javelins almost as far as a normal short bow would fire.

Giants well versed in the ways of Nature, Woodsmen don heavy furs and fight with large battle axes. They guard the sacred forest temples of Jotun. They are sacred and can be blessed by a Jotun Jarl or a Jotun Gode.
-->Giants well versed in the ways of Nature, woodsmen don heavy furs and fight with large battle axes. They guard the sacred forest temples of Jotun. They are sacred and can be blessed by a Jotun Jarl or a Jotun Gode.

The sheer strength of the Jotun giants allows them to employ unconventional weapons. The Hurler carries large boulders, which he hurls onto heavily armed opponents. They use small axes in melee combat.
-->The sheer strength of the Jotun giants allows them to employ unconventional weapons. The hurlers carry large boulders, which they hurl onto heavily armed opponents. They use small axes in melee combat.

The Scouts of Jotunheim are prominent woodsmen armed with javelins and spears.
-->The scouts of Jotunheim are prominent woodsmen armed with javelins and spears.

Some Vaettis have learned the secrets of Seith. As long as they do not learn too much, the Gygjas allow them to continue their practices.
-->Some Vaettir have learned the secrets of Seith. As long as they do not learn too much, the Gygjas allow them to continue their practices.

A Seithkona is a witch trained in the dark witchcraft known as Seith. The Seithkonur serve the Jarls of Jotun only as a favor to the great Hag of the Iron Wood.
-->A Seithkona is a witch trained in the dark witchcraft known as Seith. The Seithkonur serve the Jarls of Jotun only as a favor to the Great Hag of the Iron Wood.

The Norns are strange, cowled Hags of unknown origin. They divine and weave the fates of men, and are said to decide even the fates of gods in their weaving. They aid the Jarls of Jotun simply because the Jarls are descendants of the ancient godlike giants known as the Rimtursar. Nornor are seeresses of great power and can prevent one out of six Bad Events before they occur.
-->The Norns are strange, cowled hags of unknown origin. They divine and weave the fates of men and are said to decide even the fates of gods in their weaving. They aid the Jarls of Jotun simply because the Jarls are descendants of the ancient godlike giants known as the Rimtursar. Norns are seeresses of great power and can prevent one out of six bad events before they occur.

The Skratti is a user of dark magics. In ancient times, the Jotuns sacrificed blood to their ancestors, the Rimtursar. The Skrattis still practice the old ways and are feared by all. They avoid contact with lesser giants, and focus on their goal of awakening the Rimtursar. Skrattis are able to change shape into huge wolves or werewolves.
-->The Skratti is a user of dark magics. In ancient times, the Jotuns sacrificed blood to their ancestors, the Rimtursar. The Skrattis still practice the old ways and are feared by all. They avoid contact with lesser giants and focus on their goal of awakening the Rimtursar. Skrattis are able to change shape into huge wolves or werewolves.

A great and ferocious wolf of the Jotun forests. Folk tales tell of Jotun Wolves changing their shape into sorcerers or vice versa.
-->A great and ferocious wolf of the Jotun forests. Folk tales tell of Jotun wolves changing their shape into sorcerers or vice versa.

A Skin Shifter is a warrior of the wild wearing an enchanted wolf skin that allows the wearer to change shape into a beast-wolf. When the skin is bloodied, the wearer howls in pain and rage and is forced to take beast form. The enchanted skin gives the warrior regenerative powers.
-->A skinshifter is a warrior of the wild wearing an enchanted wolf skin that allows the wearer to change shape into a beast-wolf. When the skin is bloodied, the wearer howls in pain and rage and is forced to take beast form. The enchanted skin gives the warrior regenerative powers.

A huge wolf-man of tremendous strength and regenerative powers. The origin of the beast is unknown, but it is said that wicked Jotun sorcerors can change their shape into beasts by use of magical wolf skins.
-->A huge wolf-man of tremendous strength and regenerative powers. The origin of the beast is unknown, but it is said that wicked Jotun sorcerers can change their shape into that of beasts by use of magical wolf skins.

A Gygja is an ancient Jotun Hag. Over the centuries, they have grown in size and malice. Gygjor are skilled in the dark witchcraft known as Seith. They are not as obsessed with awakening the Rimtursar as the Skrattis.
-->Gygjas are ancient Jotun hags. Over the centuries, they have grown in size and malice. Gygjas are skilled in the dark witchcraft known as Seith. They are not as obsessed with awakening the Rimtursar as the Skrattis.

During the recent advent of man into their icy lands, the giants of Jotun have discovered the humans to be resourceful allies. With the coming of God, the last grudges have been cast aside, and men and giants fight side by side. Utgrd is ruled by giants, but humans compose most of the population and are frequently used in warfare. The Huskarl is armed with an axe or a spear and javelin, and is equipped with a ring mail hauberk, shield, and helmet.
-->During the recent advent of man into their icy lands, the giants of Jotun have discovered the humans to be resourceful allies. With the coming of God, the last grudges have been cast aside and men and giants fight side by side. Utgrd is ruled by giants, but humans compose most of the population and are frequently used in warfare. The Huskarl is armed with an axe or a spear and javelin and is equipped with a ring mail hauberk, shield and helmet.

During the recent advent of man into their icy lands, the giants of Jotun have discovered the humans to be resourceful allies. With the coming of God, the last grudges have been cast aside, and men and giants fight side by side. Utgrd is ruled by giants, but humans compose most of the population and are frequently used in warfare. The Herse is a human chieftain. They are not allowed to perform religious services and rarely lead giants into battle.
-->During the recent advent of man into their icy lands, the giants of Jotun have discovered the humans to be resourceful allies. With the coming of God, the last grudges have been cast aside and men and giants fight side by side. Utgrd is ruled by giants, but humans compose most of the population and are frequently used in warfare. The Herse is a human chieftain. They are not allowed to perform religious services and rarely lead giants into battle.

The Niefel Giant is a Frost Giant descended from the old Rimtursar. They have sprung from the glaciers of Niefelheim, Land of Eternal Frost. Niefel Giants are constantly surrounded by an icy wind, and their bodies temper and strengthen in cold lands. They are led by ancient Jarls skilled in the use of magic of frost and Death. All Niefel Giants are sacred to the Jotuns.
-->The Niefel Giant is a frost giant descended from the old Rimtursar. They have sprung from the glaciers of Niefelheim, Land of Eternal Frost. Niefel giants are constantly surrounded by an icy wind and their bodies temper and strengthen in cold lands. They are led by ancient Jarls skilled in the use of magic of frost and Death. All Niefel giants are sacred to the Jotuns.

The Leves are Ermorian skirmishers armed with javelins and spears. They initiate the engagement by throwing javelins at the enemy.
-->The leves are Ermorian skirmishers armed with javelins and spears. They initiate the engagement by throwing javelins at the enemy.

The Accensii are quickly levied troops and militia. They are often placed in the rear where they are out of the way.
-->The accensii are quickly levied troops and militia. They are often placed in the rear where they are out of the way.

The Rorarii are young soldiers not yet experienced enough to join the Hastati. They are often placed behind the Triarii where they should be safe.
-->The rorarii are young soldiers not yet experienced enough to join the hastati. They are often placed behind the triarii where they should be safe.

The Hastati are the basic unit of the Ermorian army. They form the first line and will bear the brunt of the enemy attack. They are armed with a sword, javelins and a tower shield. They wear the Lorica Hamata, a light version of the Marverni chain mail.
-->The hastati are the basic unit of the Ermorian army. They form the first line and will bear the brunt of the enemy attack. They are armed with a sword, javelins and a tower shield. They wear the lorica hamata, a light version of the Marverni chain mail.

The principes are elite warriors and form a second line behind the hastati. If the hastati will fall the principes will deal a second and decisive blow agains the enemy. They are armed as the hastati, but wear the thick scaled Lorica Squamata.
-->The principes are elite warriors and form a second line behind the hastati. If the hastati fall, the principes will deal a second and decisive blow against the enemy. They are armed as the hastati, but wear the thick scaled lorica squamata.

The Triarii are the last defence of the legionary army and form the third line of the army. They are handpicked old veterans trusted not to rout. They are given heavy plate armor and long spears and fight in dense formations. The Triari have great morale, but they are older and weaker than most soldiers in the Legion.
-->The triarii are the last defence of the legionary army and form the third line of the army. They are handpicked old veterans trusted not to rout. They are given heavy plate armor and long spears and fight in dense formations. The triarii have great morale, but they are older and weaker than most soldiers in the legion.

During the subjugation of C'tis, Lizard soldiers were recruited into the Ermorian ranks. Lizard Auxiliares has since been a regular part of the Ermorian army. The Lizards are armed as the Hastati, but wear ring mail cuirasses of C'tissian design.
-->During the subjugation of C'tis, lizard soldiers were recruited into the Ermorian ranks. Lizard auxiliares have since been a regular part of the Ermorian army. The lizards are armed as the hastati, but wear ring mail cuirasses of C'tissian design.

The Equites are nobles that have joined the Ermorian army. They wear the scaled Lorica Squamata and are armed with a long sword and a light lance.
-->The equites are nobles who have joined the Ermorian army. They wear the scaled lorica squamata and are armed with a longsword and a light lance.

The Equites of the Sacred Shroud are sacred champions of the new faith. Each of them wears a white replica of the Sacred Shroud worn by the Prophet Shrouded in White. The blessing of this sacred cloth grants them unsurpassed healing abilities. They are among the most respected cavalry units in the world of men.
-->The Equites of the Sacred Shroud are sacred champions of the New Faith. Each of them wears a white replica of the Sacred Shroud worn by the Prophet Shrouded in White. The blessing of this sacred cloth grants them unsurpassed healing abilities. They are among the most respected cavalry units in the world of men.

The Flamen were mage priests of the old faith. They performed the ceremonies and burn offerings to the numina. With the coming of the new faith they had to adopt the new doctrines or suffer. The Flamen lost influence and power, but are still important in the marginal areas of the empire. The Bishops of Eldregate proclaimed that the Numina of Natural Phenomena were aspects of the awakening god, and thus the skills of the Flamen were kept in the empire. All Flamen have some skill in Fire magic and most are also skilled in a second element or Nature magic.
-->The Flamen were mage-priests of the Old Faith. They performed the ceremonies and burn offerings to the Numina. With the coming of the New Faith, they had to adopt the new doctrines or suffer. The Flamen lost influence and power, but are still important in the marginal areas of the empire. The Bishops of Eldregate proclaimed that the Numina of Natural Phenomena were aspects of the awakening God, and thus the skills of the Flamen were kept in the empire. All Flamen have some skill in Fire magic and most are also skilled in a second Element or Nature magic.

The Pontifices, Bridge Builders, were high priests of the old faith. They performed ceremonies and burn offerings to important numina. With the coming of the new faith they had to adopt the new doctrines or suffer. The Pontifices lost influence and power, but are still important in the marginal areas of the empire. The Bishops of Eldregate were never interested in keeping the Pontifices, but with the acceptance of the Flamen the Pontifices were grudgingly accepted as well. The Pontifices have some skills in Fire magic. There is still rivalry between the remaining Pontifices and the Bishops.
-->The Pontifices, Bridge Builders, were high priests of the Old Faith. They performed ceremonies and burn offerings to important Numina. With the coming of the New Faith, they had to adopt the new doctrines or suffer. The Pontifices lost influence and power, but are still important in the marginal areas of the empire. The Bishops of Eldregate were never interested in keeping the Pontifices, but with the acceptance of the Flamen, the Pontifices were grudgingly accepted as well. The Pontifices have some skills in Fire magic. There is still rivalry between the remaining Pontifices and the Bishops.

Cornelius is the current Pontifex Maximus and the highest ranking priest of the old faith. He was the one who performed the high sacrifices in the capital. But it was also he who let decadence and corruption thrive in the priestly order. He has been blamed by many for the fall of the old cult and its traditions. The Arch Bishops of the new faith lets him remain as a figure head, but everyone knows that his influence is limited. Cornelius still commands great religious authority and is a potent mage. Cornelius is old, frail and rather fat, and rarely ventures far from his chambers.
-->Cornelius is the current Pontifex Maximus and the highest ranking priest of the Old Faith. He was the one who performed the high sacrifices in the capital. But it was also he who let decadence and corruption thrive in the priestly order. He has been blamed by many for the fall of the Old Cult and its traditions. The Arch Bishops of the New Faith let him remain as a figurehead, but everyone knows that his influence is limited. Cornelius still commands great religious authority and is a potent mage. Cornelius is old, frail and rather fat and rarely ventures far from his chambers.

Innocentius is the Primate of the faith and the successor of the Prophet Shrouded in White. He is the voice of the awakening God and the most influential person in the empire. He wears a blessed replica of the holy Shroud that gives him unsurpassed healing abilities.
-->Innocentius is the Primate of the Faith and the successor of the Prophet Shrouded in White. He is the voice of the awakening God and the most influential person in the empire. He wears a blessed replica of the Holy Shroud, which gives him unsurpassed healing abilities.

A religious magistrate of the awakening God. They wear sacred replicas of the Sacred Shroud of the Prophet. This sacred piece of cloth gives them unsurpassed healing abilities. They have all but replaced the Flamen as priests in the empire.
-->Bishops of the Sacred Shroud are religious magistrates of the awakening God. They wear sacred replicas of the Sacred Shroud of the Prophet. This sacred piece of cloth gives them unsurpassed healing abilities. They have all but replaced the Flamen as priests in the empire.

Acolytes are lowly priests of the new faith. They are sent to small parishes and are rarely allowed to lead soldiers.
-->Acolytes are lowly priests of the New Faith. They are sent to small parishes and are rarely allowed to lead soldiers.

The Augurs are soothsayers and seers who uses flames and incense to foretell the future and the will of supernatural forces. Augurs are skilled in fire and astral magic.
-->The Augurs are soothsayers and seers who use flames and incense to foretell the future and the will of supernatural forces. Augurs are skilled in Fire and Astral magic.

The Augur Elders are masters of augury. Their skills are considerable and they guide emperors and generals alike, but they are rarely trusted. Recently they have gone even more secretive, and rumor has it that they have divined the end of the empire. The Elders have sent several expeditions to the ancient kingdom of C'tis to find an old path of magic that will lead the empire to world domination.
-->The Augur Elders are masters of augury. Their skills are considerable and they guide emperors and generals alike, but they are rarely trusted. Recently they have become even more secretive and rumor has it that they have divined the end of the empire. The Elders have sent several expeditions to the ancient kingdom of C'tis to find an old path of magic that will lead the empire to world domination.

Velites are light troops armed with javelins and spears. They are equipped with light leather armor, tower shields, and helmets. They normally take the front ranks of the legion and harass the enemy with javelins before the Legionnaires crash into the enemy lines.
-->Velites are light troops armed with javelins and spears. They are equipped with light leather armor, tower shields and helmets. They normally take the front ranks of the legion and harass the enemy with javelins before the legionnaires crash into the enemy lines.

Alae Legionnaires are citizens of conquered lands allowed to join the Legion and serve mainly as flank guards. They use spears instead of short swords, but carry the Lorica Segmentata and Scutata tower shield of the Hastati and Principe Legionnaires.
-->Alae legionnaires are citizens of conquered lands who have been allowed to join the legion and serve mainly as flank guards. They use spears instead of short swords, but use the lorica segmentata armor and scutata tower shield of the hastati and principe legionnaires.

The Hastati are Legionnaires trained in the major cities of the Empire. They normally take the second rank, behind the Velites, and will deal the first blow against the enemy. The Hastati wield shorts words and javelins. They wear the Lorica Segmentata, a flexible armor of metal bands joined together, and a Scutata tower shield.
-->The hastati are legionnaires trained in the major cities of the Empire. They normally take the second rank, behind the velites, and will deal the first blow against the enemy. The hastati wield short swords and javelins. They wear the lorica segmentata, a flexible armor of metal bands joined together, and carry a scutata tower shield.

The Principes are the elite troops of the Legion. They take the third rank behind the Hastati and are supposed to crush the enemy if the Hastati are broken. The Principes are armed as the Hastati with short swords and javelins and wear the Lorica Segmentata.
-->The principes are the elite troops of the legion. They take the third rank, behind the hastati, and are supposed to crush the enemy if the hastati are broken. The principes are armed as the hastati, with short swords and javelins, and wear the lorica segmentata.

The Triarii are the last defence of the legionary army. They are handpicked old veterans trusted not to rout. They are given heavy plate armor and long spears and fight in dense formations much like the Hoplites of Arcoscephale. The Triari have great morale, but they are older and weaker than most soldiers in the Legion.
-->The triarii are the last defence of the legionary army. They are handpicked old veterans trusted not to rout. They are given heavy plate armor and long spears and fight in dense formations much like the hoplites of Arcoscephale. The triarii have great morale, but they are older and weaker than most soldiers in the legion.

The Praetorian Guard serve as the bodyguards of the Thaumaturgs. The Guard consists of old veterans given the honor when they left their old careers. The members of the Guard are all very skilled and brave, but their age makes them weak, and many have old wounds that have never healed. They wear heavy plate armor and are armed with broadswords.
-->The Praetorian Guard serve as the bodyguards of the Thaumaturgs. The Guard consists of old veterans given the honor when they left their old careers. The members of the Guard are all very skilled and brave, but their age makes them weak and many have old wounds that have never healed. They wear heavy plate armor and are armed with broadswords.

Shadow Vestals are the result of a dark rite known as Shadow Merging. Young girls are trained in the Temple of the Dead to prepare them for the merging. When ready, a girl surrenders her self and is merged with the ghost of an ancient Vestal Virgin. The Shadow Vestal is an ethereal being, part living and part dead. They are sacred and can be blessed.
-->Shadow Vestals are the result of a dark rite known as Shadow Merging. Young girls are trained in the Temple of the Dead to prepare them for the merging. When ready, a girl surrenders herself and is merged with the ghost of an ancient Vestal Virgin. The Shadow Vestal is an ethereal being, part living and part dead. Shadow Vestals are sacred and can be blessed.

Lictors were once Ermorian dignitaries entrusted with keeping the peace during the heyday of the Empire. With the emergence of the death cult their responsibilities increased. Now they form an sacred elite force charged with the task of keeping the dead in line.
-->Lictors were once Ermorian dignitaries entrusted with keeping the peace during the heyday of the Empire. With the emergence of the Death Cult, their responsibilities increased. Now they form a sacred elite force charged with the task of keeping the dead in line.

The Censors were judges in the old Empire. With the emergence of the death cult their responsibilities increased, and they have been entrusted with the command of the dead and the Lictorian legions. With the silent legions under their command, they are feared by both internal and external enemies of the state.
-->The Censors were judges in the old Empire. With the emergence of the Death Cult, their responsibilities increased and they have been entrusted with the command of the dead and the Lictorian legions. With the silent legions under their command, they are feared by both internal and external enemies of the state.

The Thaumaturgs are the mage priests of the Ermorian Death Cult. Once they were skilled in the arcane lore of the spheres, but as Ermor fell, they changed their ways to stall the reawakening. The Thaumaturgs have skills in both Death and Astral magic apart from their unholy powers.
-->The Thaumaturgs are the mage-priests of the Ermorian Death Cult. Once they were skilled in the arcane lore of the Spheres, but as Ermor fell, they changed their ways to stall the Reawakening. Apart from their unholy powers, the Thaumaturgs have skills in both Death and Astral magic.

The Scythe Wielder is a prominent Thaumaturg in charge of official executions. The ceremonial scythe was given to Mortius several years ago, and he has reputedly executed more than one thousand criminals and dissidents.
-->The Scythe Wielder is a prominent Thaumaturg in charge of official executions. The ceremonial scythe was given to Mortius several years ago and he has reputedly executed more than one thousand criminals and dissidents.

When the Empire fell, the elders responsible for the fall were banished from the realm together with the Sauromancers that taught them their dark arts. However, a few of the C'tissian mages were admitted into the order of the Thaumaturgs and were instrumental in the containment of the evil. Since those days, there has always been a small group of C'tissian Thaumaturgs in the order. Zirru is the last of these lizard mages. His skills are undisputed, and, had he not been a lizard, he would probably have been High Thaumaturg.
-->When the Empire fell, the Augur Elders responsible for the fall were banished from the realm together with the Sauromancers who taught them their dark arts. However, a few of the C'tissian mages were admitted into the Order of the Thaumaturgs and were instrumental in the containment of the evil. Since those days, there has always been a small group of C'tissian Thaumaturgs in the order. Zirru is the last of these lizard mages. His skills are undisputed and, had he not been a lizard, he would probably have been High Thaumaturg.

Ghouls are humans under the curse of Hunger. By eating the flesh of dead humans, their bodies and minds decay and transform. Pale and putrescent, they follow armies to feed on the dead and the dying. The hands of a Ghoul are transformed into claws that stiffen the muscles of those wounded by it.
-->Ghouls are humans under the curse of Hunger. By eating the flesh of dead humans, their bodies and minds decay and transform. Pale and putrescent, they follow armies to feed on the dead and the dying. The hands of a ghoul are transformed into claws that stiffen the muscles of those wounded by it.

Recently deceased bodies unnaturally animated into a state of false life, the Soulless are often dressed in the clothes they died in. Soulless do not have any vital organs, but their bodies are in a state of decomposition, so they are easier to destroy than a Wight or a Lich. Soulless are often called Zombies. They do not rout unless their master is killed. The Soulless are mindless and will quickly dissolve if they are broken on the battlefield.
-->Recently deceased bodies unnaturally animated into a state of false life, the soulless are often dressed in the clothes they died in. Soulless do not have any vital organs, but their bodies are in a state of decomposition, so they are easier to destroy than a wight or a lich. Soulless are often called zombies. They do not rout unless their master is killed. The soulless are mindless and will quickly dissolve if they are broken on the battlefield.

Recently deceased warriors unnaturally animated into a state of false life, the Soulless Warriors are armed with the weapons they died with. Soulless do not have any vital organs, but their bodies are in a state of decomposition, so they are easier to destroy than a Wight or a Lich. Soulless are often called Zombies. They do not rout unless their master is killed. The Soulless are mindless and will quickly dissolve if they are broken on the battlefield.
-->Recently deceased warriors unnaturally animated into a state of false life, soulless warriors are armed with the weapons they died with. Soulless do not have any vital organs, but their bodies are in a state of decomposition, so they are easier to destroy than a wight or a lich. Soulless are often called zombies. They do not rout unless their master is killed. The soulless are mindless and will quickly dissolve if they are broken on the battlefield.

The Longdead are skeletal warriors of ancient times, reanimated to do battle with the living. They emerge from their tombs and crypts with rusty weapons and armor. The Longdead are skilled fighters, but their bones are brittle. They do not rout unless their master is killed. The Longdead are mindless and will quickly dissolve if they are broken on the battlefield.
-->The longdead are skeletal warriors of ancient times, reanimated to do battle with the living. They emerge from their tombs and crypts with rusty weapons and armor. The longdead are skilled fighters, but their bones are brittle. They do not rout unless their master is killed. The longdead are mindless and will quickly dissolve if they are broken on the battlefield.

The Mound King is a king of ancient times reemerged from the realm of the dead to serve a new master in the realm of the living. Reanimated and vengeful, he seeks the death of his killers.
-->A mound king is a king of ancient times reemerged from the realm of the dead to serve a new master in the realm of the living. Reanimated and vengeful, he seeks the death of his killers.

A skeletal Legionnaire risen from the ashen fields of Ermor, he is armed with a rusty spear and tower shield and wears armor of dried leather and rusty iron. Fearless and skilled in combat, they march upon the living to reclaim their dead empire. They do not rout unless all undead commanders are killed. The Longdead are mindless and will quickly dissolve if they are broken on the battlefield.
-->Skeletal legionnaires risen from the ashen fields of Ermor, they are armed with rusty spears and tower shields and wear armor of dried leather and rusty iron. Fearless and skilled in combat, they march upon the living to reclaim their dead empire. They do not rout unless all undead commanders are killed. The longdead are mindless and will quickly dissolve if they are broken on the battlefield.

Unholy and horrible, the skeletal Knights of the Unholy Sepulchre serve the Bishops of Eldregate in death as they once did in life. They are armored in rusty plate hauberks and mounted atop skeletal horses in corroded bardings. To behold a Knight of the Unholy Sepulchre is to face terror from beyond the grave, and only those certain of their martyrdom will engage the Knights in combat. Like most undead, they will not rout unless all undead commanders are killed. The Knights are mindless and will quickly dissolve if they are broken on the battlefield.
-->Unholy and horrible, the skeletal Knights of the Unholy Sepulchre serve the Bishops of Eldregate in death as they once did in life. They are armored in rusty plate hauberks and mounted atop skeletal horses in corroded bardings. To behold a Knight of the Unholy Sepulchre is to face terror from beyond the grave and only those certain of their martyrdom will engage the Knights in combat. Like most undead, they will not rout unless all undead commanders are killed. The Knights are mindless and will quickly dissolve if they are broken on the battlefield.

Lictors were once Ermorian dignitaries entrusted with keeping the peace during the heyday of the Empire, and now they are reanimated by the Dusk Elders and Spectators of Ermor to uphold the order of their reemerging Empire. Lictors are armed with rusty plate hauberks and the great axes formerly used as a sign of their office. The Lictor can only be reanimated with the use of strong magic. They are so closely connected with the netherworld that they are surrounded by a wind of numbing cold. The Lictors are corporeal undead with dried, leathery flesh that can withstand much damage. The reanimation ritual keeps the Lictors' minds somewhat intact, which means that Lictors are not unbreakable.
-->Lictors were once Ermorian dignitaries entrusted with keeping the peace during the heyday of the Empire and now they are reanimated by the Dusk Elders and Spectators of Ermor to uphold the order of their reemerging Empire. Lictors are armed with rusty plate hauberks and the great axes formerly used as a sign of their office. A Lictor can only be reanimated with the use of strong magic. They are so closely connected with the netherworld that they are surrounded by a wind of numbing cold. Lictors are corporeal undead with dried, leathery flesh that can withstand much damage. The reanimation ritual keeps the Lictors' minds somewhat intact, which means that Lictors are not unbreakable.

The Wailing Lady manifests herself as the spectre of a lady weeping in lamentation over the annihilation of the Ermorian Empire. The apparition is horrible to behold and her sorrow impossible to bear. Living beings drop dead at the sound of her wailing. The Wailing Ladies are ethereal and difficult to damage with nonmagical weapons. They are unholy and can be blessed by the Priests of Ermor. Wailing Ladies are rightly the most feared of all units at Ermor's disposal.
-->The wailing lady manifests herself as the spectre of a lady weeping in lamentation over the annihilation of the Ermorian Empire. The apparition is horrible to behold and her sorrow impossible to bear. Living beings drop dead at the sound of her wailing. Wailing ladies are ethereal and difficult to damage with non-magical weapons. They are unholy and can be blessed by the priests of Ermor. Wailing ladies are rightly the most feared of all units at Ermor's disposal.

The Censors were judges in the old Empire, and now they are revived by black magic to serve the Empire once more. They are armored in rusty plate hauberks and wield battle axes in the fashion of the Lictor. The Censors can only be revived with the use of strong magic. They are so closely connected with the netherworld that they are surrounded by a wind of numbing cold. The Censors are corporeal undead with leathery dried flesh that can withstand much damage.
-->The Censors were judges in the old Empire and now they are revived by black magic to serve the Empire once more. They are armored in rusty plate hauberks and wield battle axes in the fashion of the Lictor. Censors can only be revived with the use of strong magic. They are so closely connected with the netherworld that they are surrounded by a wind of numbing cold. Censors are corporeal undead with leathery, dried flesh that can withstand much damage.

The Priests of Eldregate were once responsible for performing the ceremonies of the Holy City of Eldregate. When the Dusk Elders succumbed to the dark lure of Death magic, the Arch Bishops sat idly by as they watched the Empire fall. As a result, they were more harshly cursed than the rest of the population, and now perform the unholy rites of reanimation. The Priests of Eldregate are surrounded by a wind of numbing cold.
-->The priests of Eldregate were once responsible for performing the ceremonies of the Holy City of Eldregate. When the Dusk Elders succumbed to the dark lure of Death magic, the Arch Bishops sat idly by as they watched the Empire fall. As a result, they were more harshly cursed than the rest of the population and now perform the unholy rites of reanimation. The priests of Eldregate are surrounded by a wind of numbing cold.

The mages of old Ermor had performed rituals that corrupted and destroyed the old Empire. These mages are now summoned from the dead as Dusk Elders to wage war against the living. The mages do not possess solid bodies, but their spirits are connected to the netherworld, and their powers of Death magic are greater than ever before. The mere touch of these mages will drain the life energy of the target and replenish the power of the mage. They are ethereal and very difficult to harm without magic weapons.
-->The mages of old Ermor had performed rituals that corrupted and destroyed the old Empire. These mages are now summoned from the dead as Dusk Elders to wage war against the living. The mages do not possess solid bodies, but their spirits are connected to the netherworld and their powers of Death magic are greater than ever before. The mere touch of these mages will drain the life energy of the target and replenish the power of the mage. They are ethereal and very difficult to harm without magic weapons.

A Dispossessed Spirit is a lost, confused spirit of a deceased human that never successfully left the land of the living. Their touch can paralyze living beings.
-->A dispossessed spirit is a lost, confused spirit of a deceased human that never successfully left the land of the living. Their touch can paralyze living beings.

Shadows are the spiritual remains of deceased humans that have become lost in the Shade Lands between the Underworld and the land of the living. The Shade Lands have robbed them of their spiritual strength, but they are still stronger than the Dispossessed Spirits that never left the physical world. Their touch can paralyze living beings.
-->Shadows are the spiritual remains of deceased humans that have become lost in the Shade Lands between the Underworld and the land of the living. The Shade Lands have robbed them of their spiritual strength, but they are still stronger than the dispossessed spirits that never left the physical world. Their touch can paralyze living beings.

Shades are spirit natives of the Shade Lands between the Underworld and the land of the living. Shades appear as beings composed of darkness, and their touch can steal strength from living beings.
-->Shades are spirit natives of the Shade Lands between the Underworld and the land of the living. Shades appear as beings composed of darkness and their touch can steal strength from living beings.

The Apparition is the vengeful spirit of a human who died of disease. The Apparition appears as an ethereal corpse dressed in rags. They are frightening to behold, and their presence will spread the deadly disease from which they died.
-->The apparition is the vengeful spirit of a human who died of disease. The apparition appears as an ethereal corpse dressed in rags. They are frightening to behold and their presence will spread the deadly disease from which they died.

The Ghost is the soul of a slain human, summoned from the Underworld. Ghosts are frightening ethereal beings that can drain the lifeforce from living beings.
-->A ghost is the soul of a slain human, summoned from the Underworld. Ghosts are frightening ethereal beings that can drain the lifeforce from living beings.

Spectral armies roam the Underworld, reenacting the battles that had consumed their mortal lives. Now they have been interrupted from their eternal wars and been brought back to fight the living. Spectral Legionnaires are ethereal. Their weapons are not of this world and will not wound those strong of mind.
-->Spectral armies roam the Underworld, reenacting the battles that had consumed their mortal lives. Now they have been interrupted from their eternal wars and brought back to fight the living. Spectral legionnaires are ethereal. Their weapons are not of this world and will not wound those strong of mind.

Spectral armies roam the Underworld, reenacting the battles that had consumed their mortal lives. Now they have been interrupted from their eternal wars and been brought back to fight the living. The Standard causes fear, and the skull on the unholy Standard laughs and shrieks with a life of its own.
-->Spectral armies roam the Underworld, reenacting the battles that had consumed their mortal lives. Now they have been interrupted from their eternal wars and brought back to fight the living. The standard causes fear and the skull on the unholy standard laughs and shrieks with a life of its own.

Shadows are the spiritual remains of deceased humans lost in the Shade Lands between the Underworld and the land of the living. The Tribune was a representative of the people in old times. With the opening of the Soul Gates, they have been brought back from the Shade Lands to lead the spectral forces of Ermor in the conquering of the physical world. Their time in the Shade Lands have robbed them of some of their spiritual strength, but their priestly authority have kept their minds intact. Their touch can paralyze the living.
-->Shadows are the spiritual remains of deceased humans lost in the Shade Lands between the Underworld and the land of the living. The Tribunes were representatives of the people in old times. With the opening of the Soul Gates, they have been brought back from the Shade Lands to lead the spectral forces of Ermor in the conquering of the physical world. Their time in the Shade Lands has robbed them of some of their spiritual strength, but their priestly authority has kept their minds intact. Their touch can paralyze the living.

The Wraith Centurion is the spirit of an ancient Ermorian Centurion that has been brought back from the Underworld to lead the Spectral Legions marching forth from the Soul Gates. Wraiths are immortal and will return from the land of the dead if slain in battle.
-->A wraith Centurion is the spirit of an ancient Ermorian Centurion that has been brought back from the Underworld to lead the spectral legions marching forth from the Soul Gates. Wraiths are immortal and will return from the land of the dead if slain in battle.

The Wraith Consul is the spirit of an ancient Ermorian consul that has been brought back from the Underworld to lead the Spectral Legions marching forth from the Soul Gates. Able commanders and powerful priests, the Consuls were influential Senators chosen to command the legions of Ermor. Wraiths are immortal and will return from the land of the dead if slain in battle.
-->A wraith Consul is the spirit of an ancient Ermorian Consul that has been brought back from the Underworld to lead the spectral legions marching forth from the Soul Gates. Able commanders and powerful priests, the Consuls were influential Senators chosen to command the legions of Ermor. Wraiths are immortal and will return from the land of the dead if slain in battle.

The Wraith Senator is the spirit of an ancient Ermorian Senator that has been brought back from the Underworld to lead the spirits emerging from the Soul Gates. The Senatorial class served as the political and religious leaders of Ermor, and they rarely led armies. Wraiths are immortal and will return from the land of the dead if slain in battle.
-->A wraith Senator is the spirit of an ancient Ermorian Senator that has been brought back from the Underworld to lead the spirits emerging from the Soul Gates. The Senatorial class served as the political and religious leaders of Ermor and they rarely led armies. Wraiths are immortal and will return from the land of the dead if slain in battle.

Illithids are members of a once great race from a distant star. The body of an Illithid resembles a pink mass of writhing tentacles. They cover their bodies in robes made of strange flowing materials. Their heads are squidlike, with tentacles where their mouths should be. The mere touch of an Illithid sucks the lifeforce out of living beings. Illithids are mentally powerful beings able to paralyze enemies by sheer strength of mind. The Soldiers and Lords of the race are armed with plate cuirasses and tridents. All Illithids are amphibious.
-->Illithids are members of a once great race from a distant star. The body of an Illithid resembles a pink mass of writhing tentacles. They cover their bodies in robes made of strange flowing materials. Their heads are squidlike, with tentacles where their mouths should be. The mere touch of an Illithid sucks the lifeforce out of living beings. Illithids are mentally powerful beings, able to paralyze enemies by sheer strength of mind. The Soldiers and lords of the race are armed with plate cuirasses and tridents. All Illithids are amphibious.

The success of R'lyeh is largely due to their powers of mind control. By enslaving Atlantians, they built a slave-based society with few dissidents. The lowest and most trusted of the slaves are the Lobo Guards. These beasts are mindless Atlantians who had served as slaves until mental abuse broke them. Now they serve as perfectly loyal guards and arrow fodder.
-->The success of R'lyeh is largely due to their powers of mind control. By enslaving Atlantians, they have built a slave-based society with few dissidents. The lowest and most trusted of the slaves are the lobo guards. These beasts are mindless Atlantians who have served as slaves until mental abuse has broken them. Now they serve as perfectly loyal guards and arrow fodder.

The success of R'lyeh is largely due to their powers of mind control. By enslaving other peoples, they built a slave-based society with few dissidents. The slaves are used even in war, and comprise most of the armies of R'lyeh.
-->The success of R'lyeh is largely due to their powers of mind control. By enslaving other peoples, they have built a slave-based society with few dissidents. The slaves are used even in war and comprise most of the armies of R'lyeh.

The success of R'lyeh is largely due to their powers of mind control. By enslaving other peoples, they built a slave-based society with few dissidents. Even mages and priests are coerced into servitude, although this demands more thorough mind control. Slave Mages live in shallow waters and can leave the seas. Therefore, they are used as Stargazers and have some training in astral magic. Slave Mages loose some of their skills in Water magic when they leave the sea.
-->The success of R'lyeh is largely due to their powers of mind control. By enslaving other peoples, they have built a slave-based society with few dissidents. Even mages and priests are coerced into servitude, although this demands more thorough mind control. Slave mages live in shallow waters and can leave the seas. Therefore, they are used as stargazers and have some training in Astral magic. Slave mages lose some of their skills in Water magic when they leave the sea.

The success of R'lyeh is largely due to their powers of mind control. By enslaving other peoples, they built a slave-based society with few dissidents. Even mages and priests are coerced into servitude, although this demands more thorough mind control.
-->The success of R'lyeh is largely due to their powers of mind control. By enslaving other peoples, they have built a slave-based society with few dissidents. Even mages and priests are coerced into servitude, although this demands more thorough mind control.

The Meteorite Guards are slave soldiers who wear plate hauberks made of raw meteorite iron. The armor is heavy and expensive, but the special metal grants the soldiers increased protection from malign magic.
-->The Meteorite Guards are slave soldiers who wear plate hauberks made of raw meteorite iron. The armor is heavy and expensive, but the special metal grants the soldiers increased protection from malign magic.

Shamblers are Atlantians grown to huge proportions. The Shambler Thrall is a Atlantian Shambler enslaved and corrupted by the masters of R'lyeh. Since Shamblers are proud and strong, they cannot be trusted unless totally lobotomized. Thralls are fanatically loyal, but too stupid to carry armaments. A Shambler Thrall can trample opponents in battle.
-->Shamblers are Atlantians grown to huge proportions. The shambler thrall is an Atlantian shambler enslaved and corrupted by the masters of R'lyeh. Since shamblers are proud and strong, they cannot be trusted unless totally lobotomized. Thralls are fanatically loyal, but too stupid to carry armaments. A shambler thrall can trample opponents in battle.

The Traitor Prince is a former Consort of a Coral Queen of Atlantis who wasn't satisfied with the authority granted him in his former home. In R'lyeh, he is given fellow Atlantians to torment and command. The Traitor is given armor of meteorite iron and a trident, the standard weapon of R'lyeh.
-->The Traitor Prince is a former Consort of a Coral Queen of Atlantis who wasn't satisfied with the authority granted him in his former home. In R'lyeh, he is given fellow Atlantians to torment and command. The Traitor is given armor of meteorite iron and a trident, the standard weapon of R'lyeh.

The Slave Prince is an Atlantian Shambler who has been enslaved by the Mind Lords. Shamblers are proud and difficult to control, so most are lobotomized, but the Mind Lords need commanders that are able to leave the sea. The Slave Prince has most of his mind intact and is given superior armaments.
-->The Slave Prince is an Atlantian shambler who has been enslaved by the Mind Lords. Shamblers are proud and difficult to control, so most are lobotomized, but the Mind Lords need commanders who are able to leave the sea. The Slave Prince has most of his mind intact and is given superior armaments.

The Crab Hybrid is a strange cross between an Atlantian and a Lobster. It is unknown how this being is born, but it is probably mutated into existence by the Lord of R'lyeh. Crab Hybrids are semi-intelligent and are entrusted with the care of slaves. In battle, they use their pincers and sheer size to overcome enemies. Crab Hybrids cannot leave the sea.
-->The crab hybrid is a strange cross between an Atlantian and a giant lobster. It is unknown how this being is born, but it is probably mutated into existence by the Lord of R'lyeh. Crab hybrids are semi-intelligent and are entrusted with the care of slaves. In battle, they use their pincers and sheer size to overcome enemies. Crab hybrids cannot leave the sea.

The Hybrid is a strange cross between a human and a Deep One. This being is usually the result of a human female, a Deep One, and the influences of R'lyeh.
-->The hybrid is a strange cross between a human and a Deep One. This being is usually the result of a human female, a Deep One and the influences of R'lyeh.

The Star Children are part human and part Illithid, successfully cross-bred by the Starspawns of R'lyeh. These beings are smaller than Illithids, but share many of their traits. They have short tentacles where there should be a mouth, and are able to blast the minds of lesser beings with their iron will. The Star Children are trained as mages and are sent ashore as assassins to deal with the younger races. Star Children are amphibious.
-->Star Children are part human and part Illithid, successfully cross-bred by the Starspawns of R'lyeh. These beings are smaller than Illithids, but share many of their traits. They have short tentacles where there should be a mouth and are able to blast the minds of lesser beings with their iron will. Star Children are trained as mages and are sent ashore as assassins to deal with the younger races. Star Children are amphibious.

The Starspawns are ancient Illithids of tremendous power. Most remember the day when the star fell and the city of R'lyeh was built. The Starspawns are masters of Astral magic and adept in the Path of Water. Some carry priestly authority, and all are masters of the mind. All Illithids are amphibious and able to use Mind Blast in battle.
-->The Starspawns are ancient Illithids of tremendous power. Most remember the day when the star fell and the city of R'lyeh was built. The Starspawns are masters of Astral magic and adept in the path of Water. Some carry priestly authority and all are masters of the mind. All Illithids are amphibious and able to use a mind blast attack in battle.

Under the influence of the Void, people dream of strange and mind-defying places. The otherworldly dreams are so clear, and yet strange, that the dreamers are unaware that they are dreaming. Trapped in these strange dreamlands, the sleeping refuse to wake up. Half asleep and half awake, they try to do what their dreams tell them. As everything seem unreal to the Dreamers, they are rarely frightened or routed. The supernatural dreams of R'lyeh protects their hosts, and the Dreamers are difficult to affect with magic.
-->Under the influence of the Void, people dream of strange and mind-defying places. The otherworldly Dreams are so clear, yet strange, that the Dreamers are unaware that they are dreaming. Trapped in these strange Dreamlands, the sleeping refuse to wake up. Half asleep and half awake, they try to do what their Dreams tell them. As everything seem unreal to the Dreamers, they are rarely frightened or routed. The supernatural Dreams of R'lyeh protect their hosts and the Dreamers are difficult to affect with magic.

Under the influence of the Void, people dream of strange and mind-defying places. The otherworldly dreams are so clear, and yet strange, that the dreamers are unaware they are dreaming. Trapped in these strange dreamlands, the sleeping refuse to wake up. Half asleep and half awake, they try to do what their dreams tell them. As everything seem unreal to the Dreamers, they are rarely frightened or routed. The supernatural dreams of R'lyeh protects their hosts, and the Dreamers are difficult to affect with magic. Mermen have strange powers of transformation and can remove their tails to walk on dry land appearing as pale humans with large white eyes.
-->Under the influence of the Void, people dream of strange and mind-defying places. The otherworldly Dreams are so clear, yet strange, that the Dreamers are unaware they are dreaming. Trapped in these strange Dreamlands, the sleeping refuse to wake up. Half asleep and half awake, they try to do what their Dreams tell them. As everything seem unreal to the Dreamers, they are rarely frightened or routed. The supernatural Dreams of R'lyeh protect their hosts and the Dreamers are difficult to affect with magic. Mermen have strange powers of transformation and can remove their tails to walk on dry land appearing as pale humans with large white eyes.

Under the influence of the Void, people dream of strange and mind-defying places. Most men under the influence of the strange dreams of R'lyeh, will sooner or later loose their minds. These Mad Ones no longer hear the dreams, but have received the blessing of a refined mind. They intuitively know the will of the Void and act accordingly. In other words, they don't act at all unless led by mages or other Madmen.
-->Under the influence of the Void, people dream of strange and mind-defying places. Most men under the influence of the strange Dreams of R'lyeh will sooner or later lose their minds. These Mad Ones no longer hear the Dreams, but have received the blessing of a refined mind. They intuitively know the will of the Void and act accordingly. In other words, they don't act at all unless led by mages or other madmen.

Although most Hybrids are on the verge of madness, there are some that have been touched by the dreams of R'lyeh. These Mad Ones have recieved the blessing of a refined mind. They intuitively know the will of the Void and act accordingly. In other words, they don't act at all unless led by mages or other Madmen.
-->Although most hybrids are on the verge of madness, there are some who have been touched by the Dreams of R'lyeh. These Mad Ones have received the blessing of a refined mind. They intuitively know the will of the Void and act accordingly. In other words, they don't act at all unless led by mages or other madmen.

Under the influence of the Void, people dream of strange and mind-defying places. Most men under the influence of the strange dreams of R'lyeh, will sooner or later loose their minds. These Mad Ones no longer hear the dreams, but have recieved the blessing of a refined mind. They intuitively know the will of the Void and act accordingly. Some of the Mad Ones create small congregations and lead the chanting of I, Ftaghn. Others calls out to the Key and the Gate to open rifts into the Void. Most sane men avoid them.
-->Under the influence of the Void, people dream of strange and mind-defying places. Most men under the influence of the strange Dreams of R'lyeh will sooner or later lose their minds. These Mad Ones no longer hear the dreams, but have received the blessing of a refined mind. They intuitively know the will of the Void and act accordingly. Some of the Mad Ones create small congregations and lead the chanting of "I, I, Ftaghn". Others calls out to the Key and the Gate to open rifts into the Void. Most sane men avoid them.

Under the influence of the Void, people dream of strange and mind-defying places. Most men under the influence of the strange dreams of R'lyeh, will sooner or later loose their minds. These Mad Ones no longer hear the dreams, but have recieved the blessing of a refined mind. They intuitively know the will of the Void and act accordingly. Some of the Mad Ones create small congregations and lead the chanting of I, I, Ftaghn. Others calls out to the Key and the Gate to open rifts into the Void. Most sane men avoid them.
-->Under the influence of the Void, people dream of strange and mind-defying places. Most men under the influence of the strange Dreams of R'lyeh will sooner or later lose their minds. These Mad Ones no longer hear the dreams, but have received the blessing of a refined mind. They intuitively know the will of the Void and act accordingly. Some of the Mad Ones create small congregations and lead the chanting of "I, I, Ftaghn". Others calls out to the Key and the Gate to open rifts into the Void. Most sane men avoid them.

A worshipper of the Void and a leader of a dream cult. Most Void Cultists have heard the dreams of R'lyeh and are on the verge of madness. Void Cultists have expanded minds and can lead small numbers of madmen or magical beings.
-->A worshipper of the Void and a leader of a Dream Cult. Most Void cultists have heard the Dreams of R'lyeh and are on the verge of madness. Void cultists have expanded minds and can lead small numbers of madmen or magical beings.

A Hybrid leader of a dream cult. Most Hybrid Cultists have heard the dreams of R'lyeh and are on the verge of madness, unless already mad by their physical state. Hybrid Cultists have expanded minds and can lead small numbers of madmen or magical beings.
-->A hybrid leader of a Dream Cult. Most hybrid cultists have heard the Dreams of R'lyeh and are on the verge of madness, unless already mad by their physical state. Hybrid cultists have expanded minds and can lead small numbers of madmen or magical beings.

A void worshiper and leader of a dream-cult of R'lyeh. Most Cultists are insane or mentally wanting. Still, some of them possess magical skills.
-->A Void worshipper and leader of a Dream Cult of R'lyeh. Most cultists are insane or mentally wanting. Still, some of them possess magical skills.

The Madman is an insane human with no will of his own.
-->The madman is an insane human with no will of his own.

The Mad Deep One is an insane Deep One with no will of its own.
-->The mad Deep One is an insane Deep One with no will of its own.

The Fanatic Deep One is a Deep One with a great religious frenzy bordering on madness.
-->The fanatic Deep One is a Deep One with a great religious frenzy bordering on madness.

The Astral magic used to form the Mad Priest has rendered him almost completely insane, but he still serves his God with the utmost devotion. A side effect of the magic and insanity is that he is more closely attuned to magic than ordinary humans.
-->The Astral magic used to form the mad priest has rendered him almost completely insane, but he still serves his God with the utmost devotion. A side effect of the magic and insanity is that he is more closely attuned to magic than ordinary humans.

The Astral magic used to form the Holy Deep One has rendered him almost completely insane, but he still serves his God with the utmost devotion. A side effect of the magic and insanity, is that he is more closely attuned to magic the ordinary Deep Ones.
-->The Astral magic used to form the Holy Deep One has rendered him almost completely insane, but he still serves his God with the utmost devotion. A side effect of the magic and insanity is that he is more closely attuned to magic than ordinary Deep Ones.

The Thing That Should Not Be is an otherworldly being summoned from the Void by the Starspawns of R'lyeh. It is huge and horrible, and can steal life from living beings.
-->The Thing That Should Not Be is an otherworldly being summoned from the Void by the Starspawns of R'lyeh. It is huge and horrible and can steal life from living beings.

The Vastness is an otherworldly being of almost godlike power. It is composed of spheres of stellar lights and shades. The Vastness can blast the minds of lesser beings, and its touch steals the strength of living beings. Anyone striking at the Vastness is likely to be punished for their arrogance, taking damage themselves instead of harming the Vastness.
-->The Vastness is an otherworldly being of almost godlike power. It is composed of spheres of stellar lights and shades. The Vastness can blast the minds of lesser beings and its touch steals the strength of living beings. Anyone striking at the Vastness is likely to be punished for their arrogance, taking damage himself instead of harming the Vastness.

The Visitor is an otherworldly being that has found an interest in the voices on the other side of the Void Gate. When emerging through the gate, it found a race and a pretending god worthy of the Visitor's service. It is a master of Astral magic and is able to travel almost unhindered by distances.
-->The Visitor is an otherworldly being that has found an interest in the voices on the other side of the Void Gate. When emerging through the Gate, it found a race and a Pretender God worthy of the Visitor's service. It is a master of Astral magic and able to travel almost unhindered by distances.

This strange being is the spectre of a dead Starspawn that has been called back to this realm. The Void Spectre is highly attuned to the minds of those who are asleep. It can bring the wisdom of the stars to the dreams of entire nations. The Spectre is a skilled astral mage, but its greatest power is the one that affects all dreams in a very large area around it. When the Void Spectre is in an enemy territory, he will bring insanity to both enemy forces and the general population.
-->This strange being is the spectre of a dead Starspawn that has been called back to this realm. The Void Spectre is highly attuned to the minds of those who are asleep. It can bring the wisdom of the stars to the dreams of entire nations. The Void Spectre is a skilled Astral mage, but its greatest power is the one that affects all dreams in a very large area around it. When the Void Spectre is in an enemy territory, he will bring insanity to both enemy forces and the general population.

The Polypal Mothers are the mothers of the whole race of the Aboleths. From their branches grow young Polypal Spawns that will grow into Aboleths, over the centuries. The Mothers are immobile and do not communicate in any way. A constant mental wail surrounds them that seems to have some effects on their spawns, but even the oldest of the Aboleth Mind Lords do not fully comprehend the will of the Mothers. The Polypal Mother spawns a handful of Polypal Spawns each month. With the growing power of the reawakened god, the numbers of monthly spawns are increasing. If a Polypal Mother is slain she will let out a death wail that stuns everyone nearby.
-->The Polypal Mothers are the mothers of the whole race of the Aboleths. From their branches grow young polypal spawns that will grow into Aboleths over the centuries. The Mothers are immobile and do not communicate in any way. A constant mental wail that seems to have some effects on their spawns surrounds them, but even the oldest of the Aboleth Mind Lords do not fully comprehend the will of the Mothers. The Polypal Mother spawns a handful of polypal spawn each month. With the growing power of the reawakened God, the numbers of monthly spawn are increasing. If a Polypal Mother is slain, she will let out a death wail that stuns everyone nearby.

Aboleths are ancient beings sprung from the depths of the ocean. They resemble huge mud-crawling fish with tentacles and large dark eyes covering their foreheads. The Polypal Spawn is the youngest form of an Aboleth. Polypal Spawns grows in great numbers from their Polypal Mothers and live a parasitic life for several years. Eventually the Spawn is strong and independent enough to live in symbiosis with her and gather food for the Mother. Spawns have very thick scaled hides and are quite difficult to squash regardless of their small size.
-->Aboleths are ancient beings sprung from the depths of the ocean. They resemble huge mud-crawling fish with tentacles and large dark eyes covering their foreheads. The polypal spawn is the youngest form of an Aboleth. Polypal spawn grow in great numbers from their Polypal Mothers and live a parasitic life for several years. Eventually the spawn are strong and independent enough to live in symbiosis with her and gather food for the Mother. Spawn have very thick, scaled hides and are quite difficult to squash regardless of their small size.

Aboleths are ancient beings sprung from the depths of the ocean. They resemble huge mud-crawling fish with tentacles and large dark eyes covering their foreheads. The Giboleth is a young Aboleth that have survived its spawn age and grown independent of its Polypal Mother. It has begun to shed its scales, but their hides are still are thick and dark. The Giboleth is beginning to develop a strength of mind that is characteristic of the race and it can project its will on lesser beings. Should it survive for some centuries, it will shed the last of its scales and become a full grown Aboleth, able to dominate other beings. Giboleths fight with strength of mind and its tentacles.
-->Aboleths are ancient beings sprung from the depths of the ocean. They resemble huge mud-crawling fish with tentacles and large dark eyes covering their foreheads. The Giboleth is a young Aboleth that has survived its spawn age and grown independent of its Polypal Mother. It has begun to shed its scales, but its hides is still thick and dark. The Giboleth is beginning to develop a strength of mind that is characteristic of the race and it can project its will on lesser beings. Should it survive for some centuries, it will shed the last of its scales and become a full grown Aboleth, able to dominate other beings. A Giboleth fights with strength of mind and its tentacles.

When nurtured by the Polypal Mothers, some Spawns get a different kind of nutrition. Whether this is caused by an act of will, or randomness, is not known, because the Mothers do not speak, they only scream. The Spawns are given special care and soon develop a bond with their Mother. Small tentacles sprout around their mouths with which they search the ocean floor for life force needed by the Mothers. The Gibodai consume life and accumulate it for their Mothers. Some suspect that the Gibodai and their ability to steal and carry life force is the key to the powers of the Aboleths. Gibodai and their task is sacred to the Aboleths.
-->When nurtured by the Polypal Mothers, some spawn get a different kind of nutrition. Whether this is caused by an act of will or randomness is not known, because the Mothers do not speak, they only scream. The spawn are given special care and soon develop a bond with their Mother. Small tentacles sprout around their mouths with which they search the ocean floor for life force needed by the Mothers. The Gibodai consume life and accumulate it for their Mothers. Some suspect that the Gibodai and their ability to steal and carry life force is the key to the power of the Aboleths. Gibodai and their task are sacred to the Aboleths.

Aboleths are ancient beings sprung from the depths of the ocean. They resemble huge mud-crawling fish with tentacles and large dark eyes covering their foreheads. As they grow in size they shed the scales of their Giboleth form and become paler and softer. Aboleths have the ability to project their will on others and can dominate lesser beings with sheer strength of mind. Through their superior minds, the Aboleths have enslaved other water dwelling races and built an underwater slave based empire. The larger and older an Aboleth is, the more powerful are his powers of domination.
-->Aboleths are ancient beings sprung from the depths of the ocean. They resemble huge mud-crawling fish with tentacles and large dark eyes covering their foreheads. As they grow in size, they shed the scales of their Giboleth form and become paler and softer. Aboleths have the ability to project their will on others and can dominate lesser beings with sheer strength of mind. Through their superior minds, the Aboleths have enslaved other water dwelling races and built an underwater slave based empire. The larger and older an Aboleth is, the more powerful are his powers of domination.

The oldest and most powerful Aboleths are called Mind Lords. They have tremendous magical and mental powers and are able to dominate lesser beings with a mere glance. They have shed the last of their dark scales and are pale and soft, but large enough not to fear anything less than an Asp Turtle. The Mind Lords are formidable mages of the water and the stars and have recently taken a greater interest in the stellar sphere. Merman stargazers, who are able to leave the sea, are trained in astral magic to study a newly discovered star of auspicious importance.
-->The oldest and most powerful Aboleths are called Mind Lords. They have tremendous magical and mental powers and are able to dominate lesser beings with a mere glance. They have shed the last of their dark scales and are pale and soft, but large enough not to fear anything less than an asp turtle. The Mind Lords are formidable mages of Water and the stars and have recently taken a greater interest in the Stellar Sphere. Merman stargazers who are able to leave the sea are trained in Astral magic to study a newly discovered star of auspicious importance.

Quetzalcoatl is a legendary Couatl who has aided Mictlan in times of need. He can take the form of a man and is sometimes called the Lawgiver. According to legend, he is to have founded the Empire ages ago. During his reign, blood sacrifices were banned, but with the coming of the new God, times have changed. Quetzalcoatl has since taken up the forbidden practices of Blood magic.
-->Quetzalcoatl is a legendary couatl who has aided Mictlan in times of need. He can take the form of a man and is sometimes called the Lawgiver. According to legend, he is the one who founded the Empire ages ago. During his reign, blood sacrifices were banned, but with the coming of the new God, times have changed. Quetzalcoatl has since taken up the forbidden practices of Blood magic.

Mictlipoctli was one of the first kings of the Empire. During his reign, more slaves were sacrificed than during any other period in history. After his death, he was mummified, and his remains were placed in a great temple. According to legend, he will return in times of great need and bring with him the armies of the dead. Mictlipoctli is a powerful mage of Death and Blood.
-->Mictlipoctli was one of the first kings of the Empire. During his reign, more slaves were sacrificed than during any other period in history. After his death, he was mummified and his remains were placed in a great temple. According to legend, he will return in times of great need and bring with him the armies of the dead. Mictlipoctli is a powerful mage of Death and Blood.

The sun is the watchful face of God, in the Mictlan Cult. Unless sated with human sacrifices, it will look to other, more worthy followers. The High Priest of the Sun is the most important of all priests of the Empire. His authority outweighs even the authority of the Priest Kings. The High Priest is skilled in Fire magic and is a powerful priest and Blood mage.
-->The Sun is the Watchful Face of God in the Mictlan Cult. Unless sated with human sacrifices, it will look to other, more worthy followers. The High Priest of the Sun is the most important of all priests of the Empire. His authority outweighs even the authority of the Priest Kings. The High Priest is skilled in Fire magic and is a powerful priest and Blood mage.

The moon is the dream face of God, in the Mictlan Cult. Unless sated with human sacrifices, the moon will not bless the dreams of his followers. The Moon Priest wields priestly power and is skilled in Astral and Blood magic.
-->The Moon is the Dream Face of God in the Mictlan Cult. Unless sated with human sacrifices, the Moon will not bless the dreams of his followers. The Moon Priest wields priestly power and is skilled in Astral and Blood magic.

The rain is important in the Mictlan Cult. Unless sated with human sacrifices, the God will withhold the life-giving rain from the land. The Rain Priest wields priestly power and is skilled in Water and Blood magic.
-->Rain, the Blood of the Land, is important in the Mictlan Cult. Unless sated with human sacrifices, the God will withhold the life-giving rain from the land. The Rain Priest wields priestly power and is skilled in Water and Blood magic.

The Priest Kings are the temporal leaders of the kingdom. They bless the land with fertility and lead the people. The Priest King wields priestly power and is skilled in Nature and Blood magic. He can levy Slave Warriors.
-->The Priest Kings are the temporal leaders of the kingdom. They bless the Land with fertility and lead the people. The Priest King wields priestly power and is skilled in Nature and Blood magic. He can levy slave warriors.

The lesser priests of the Mictlan Empire perform blood sacrifices in remote provinces, gather blood slaves, and keep the temples ready for the eventual arrival of a more prominent priest from the capital.
-->The lesser priests of the Mictlan Empire perform blood sacrifices in remote provinces, gather blood slaves and keep the temples ready for the eventual arrival of a more prominent priest from the capital.

The Nahualli is a Mictlan sorcerer. They have little influence in society and live secluded lives in rural areas. They are beast mages and shamen, able to bind animals to their service by entering the spirit world. Nahualli are also able to shapechange into their animal spirit double.
-->The Nahualli are Mictlan sorcerers. They have little influence in society and live secluded lives in rural areas. They are beast mages and shamans, able to bind animals to their service by entering the spirit world. Nahualli are also able to shapechange into their animal spirit double.

The turkey is a large tasty hen. Some Nahualli sorcerors shapeshift into turkeys.
-->The turkey is a large tasty hen. Some Nahualli sorcerers shapeshift into turkeys.

The Mictlan Empire is comprised of several tribal kingdoms that had been conquered by the armies of the Priest Kings. The kings of these vassal tribes retain their titles and lead their subjects when the Empire goes to war. Tribal Kings can levy Slave Warriors.
-->The Mictlan Empire is comprised of several tribal kingdoms that have been conquered by the armies of the Priest Kings. The kings of these vassal tribes retain their titles and lead their subjects when the Empire goes to war. Tribal Kings can levy slave warriors.

The Kings of Mictlan have always used untrained slaves in warfare. Slaves are armed with spears, but are not given armor. They are untrained and likely to break if they face disciplined soldiers. Only the Priest Kings and Tribal Kings of Mictlan can levy Slave Warriors.
-->The Kings of Mictlan have always used untrained slaves in warfare. Slaves are armed with spears, but are not given armor. They are untrained and likely to break if they face disciplined soldiers. Only the Priest Kings and Tribal Kings of Mictlan can levy slave warriors.

The Warriors of the Mictlan armies wield spears, hide shields, and unsophisticated ranged weapons, such as javelins and slings. Most wear heavy, crude armor made of leather, wood, and bone, often adorned with feathers. Feather plumed helmets are worn by more prominent fighters. Since the development of copper working, some Warriors have donned copper scale armor.
-->The warriors of the Mictlan armies use spears, hide shields and unsophisticated ranged weapons such as javelins and slings. Most wear heavy, crude armor made of leather, wood and bone, often adorned with feathers. Feather plumed helmets are worn by more prominent fighters. Since the development of copper working, some warriors have donned copper scale armor.

Prominent Mictlan warriors are given helmets with great feather plumes that can easily be recognized by friendly troops. The morale of nearby troops will be bolstered by the presence of a Feathered Warrior.
-->Prominent Mictlan warriors are given helmets with great feather plumes that can be easily recognized by friendly troops. The morale of nearby troops will be bolstered by the presence of a Feathered Warrior.

The Sun Warriors are the elite guard defending the High Temple of the Sun. Their armor is enforced with small copper plates, and they wield copper hatchets. They are sacred and can be blessed.
-->The Sun Warriors are the elite guard defending the High Temple of the Sun. Their armor is reinforced with small copper plates and they wield copper hatchets. They are sacred and can be blessed.

Eagle Warriors are sacred warriors who don feather cloaks. They wield spears and daggers, but wear no armor. When blessed, the sacred cloaks give the Eagle Warriors the ability to fly. The blessing of flight is useful in battle, but does not last long enough to allow the Warriors to fly between provinces.
-->Eagle Warriors are sacred warriors who don feather cloaks. They wield spears and daggers, but wear no armor. When blessed, the sacred cloaks give the Eagle Warriors the ability to fly. The blessing of flight is useful in battle, but does not last long enough to allow the Eagle Warriors to fly between provinces.

The sacred Jaguar Warrior dons a Jaguar hide in battle. He wields a great club of wood that has been fitted with obsidian shards to give the weapon a sharp edge. When a Jaguar Warrior is wounded, the blood from his wounds will cause his sacred Jaguar hide to merge with his body; this merging results in a Were Jaguar. When transformed, the Jaguar Warrior drops his obsidian sword.
-->The sacred Jaguar Warrior dons a jaguar hide in battle. He wields a great club of wood that has been fitted with obsidian shards to give the weapon a sharp edge. When a Jaguar Warrior is wounded, the blood from his wounds will cause his sacred jaguar hide to merge with his body; this merging results in a were-jaguar. When transformed, the Jaguar Warrior drops his obsidian sword.

A Were Jaguar is a transformed Jaguar Warrior: half beast, half man. Were Jaguars are sacred.
-->A were-jaguar is a transformed Jaguar Warrior: half beast, half man. Were-jaguars are sacred.

The sun is the watchful face of God, in the Mictlan Cult. With the coming of the Lawgiver the Sun Priest has lost some of the importance of former times. He wields priestly power and is skilled in Fire magic.
-->The Sun is the Watchful Face of God in the Mictlan Cult. With the coming of the Lawgiver, the Sun Priest has lost some of the importance of former times. He wields priestly power and is skilled in Fire magic.

The moon is the dream face of God, in the Mictlan Cult. With the coming of the Lawgiver they have given up Blood magic. The Moon Priest wields priestly power and is skilled in Astral magic.
-->The Moon is the Dream Face of God in the Mictlan Cult. With the coming of the Lawgiver, the Moon Priests have given up Blood magic. The Moon Priest wields priestly power and is skilled in Astral magic.

The rain is important in the Mictlan Cult. With the coming of the Lawgiver they have given up Blood magic. The Rain Priest wield priestly power and is skilled in Water magic.
-->Rain, the Blood of the Land, is important in the Mictlan Cult. With the coming of the Lawgiver the Rain Priests have given up Blood magic. The Rain Priest wields priestly power and is skilled in Water magic.

The Priest Kings are the temporal leaders of the kingdom. They bless the land with fertility and lead the people. With the coming of the Lawgiver they have become more influential and are the highest ranking priests in the kingdom. The Priest King wield priestly power and are skilled in Nature magic. He can levy Slave Warriors.
-->The Priest Kings are the temporal leaders of the kingdom. They bless the Land with fertility and lead the people. With the coming of the Lawgiver, they have become more influential and are the highest ranking priests in the kingdom. The Priest Kings wield priestly power and are skilled in Nature magic. They can levy slave warriors.

The lesser priests of the Mictlan Empire perform ceremonies in remote provinces and keep the temples ready for the eventual arrival of a more prominent priests from the capital.
-->The lesser priests of the Mictlan Empire perform ceremonies in remote provinces and keep the temples ready for the eventual arrival of more prominent priests from the capital.

The sun is the watchful face of God, in the Mictlan Cult. Unless sated with human sacrifices, it will look to other, more worthy followers. The Sun Priest is not as important as he was in earlier times. He wields priestly power and is skilled in Fire and Blood magic.
-->The Sun is the Watchful face of God in the Mictlan Cult. Unless sated with human sacrifices, it will look to other, more worthy followers. The Sun Priest is not as important as he was in earlier times. He wields priestly power and is skilled in Fire and Blood magic.

When the Atlantians fled into the deep swamps and jungles of Mictlan, they found a people that worshiped the rain as one aspect of their god. They found the secrets of the ancient blood cult and reinstalled these foul practices of ancient times. The rain is important in the Mictlan Cult. Unless sated with human sacrifices, the God will withhold the life-giving rain from the land. The Rain Priest wields priestly power and is skilled in Water and Blood magic.
-->When the Atlantians fled into the deep swamps and jungles of Mictlan, they found a people that worshipped the Rain as one aspect of their God. They found the secrets of the ancient blood cult and reinstalled these foul practices of the ancient times. Rain, the Blood of the Land, is important in the Mictlan Cult. Unless sated with human sacrifices, the God will withhold the life-giving Rain from the Land. The Rain Priest wields priestly power and is skilled in Water and Blood magic.

When the Atlantians fled into the deep swamps and jungles of Mictlan, they found a people that 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 these foul practices of ancient times. Now they gather power to wreak vengeance upon their old enemies and return to their old home beneath the waves.
-->When the Atlantians fled into the deep swamps and jungles of Mictlan, they found a people that worshipped 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 these foul practices of the ancient times. Now they gather power to wreak vengeance upon their old enemies and return to their former home beneath the waves.

When the Atlantians fled into the deep swamps and jungles of Mictlan, they found a people that worshiped the rain as one aspect of their god. Here, they found a place as sacred beings of the rain and the swamp. The Atlantians are few in numbers and most are trained as sacred warriors or priests in the Rain Cult. The Atlantians dream of an eventual return to their old home beneath the waves, and the amphibious Rain Warriors will lead the first wave.
-->When the Atlantians fled into the deep swamps and jungles of Mictlan, they found a people that worshipped the Rain as one aspect of their God. Here, they found a place as sacred beings of the Rain and the swamp. The Atlantians are few in numbers and most are trained as sacred warriors or priests in the Rain Cult. The Atlantians dream of an eventual return to their former home beneath the waves and the amphibious Rain Warriors will lead the first wave.

The Jaguar is a great cat of the Mictlan forest. It is said that the Smoke Mirror, Lord of the Night Sky, sometimes disguises himself as a Jaguar.
-->The jaguar is a great cat of the Mictlan forest. It is said that the Smoke Mirror, Lord of the Night Sky, sometimes disguises himself as a jaguar.

The Ozelotl is a sacred Jaguar Fiend of the Mictlan forests. It is summoned and bound by human sacrifice.
-->The ozelotl is a sacred jaguar fiend of the Mictlan forests. It is summoned and bound by human sacrifice.

The Beast Bat is a sacred Bat Fiend of the Mictlan forests. It is summoned and bound by human sacrifice.
-->The beast bat is a sacred bat fiend of the Mictlan forests. It is summoned and bound by human sacrifice.

The Onaqui is a being from the deep forests of Mictlan. It has a human torso, with legs and paws of a jaguar, and the head and wings of a bat. It feeds on human hearts and its gruesome appetites cause unrest and discontentment. Onaqui are powerful blood mages and dark sorcerors. They serve the blood thirsting god as priests and mages. It is accompanied by a swarm of Beast Bats that grow with the dominion of their dark lord.
-->The onaqui is a being from the deep forests of Mictlan. It has a human torso, the legs and paws of a jaguar and the head and wings of a bat. It feeds on human hearts and its gruesome appetites cause unrest and discontent. Onaqui are powerful Blood mages and dark sorcerers. They serve the blood thirsting God as priests and mages. Onaqui are accompanied by a swarm of beast bats that grow with the dominion of their Dark Lord.

In the deep forests of Mictlan great toads are found. The reddish spotted Jaguar Toad is highly revered, as it wears the coat of the jaguar, the most sacred of all animals.
-->In the deep forests of Mictlan, great toads are found. The reddish spotted jaguar toad is highly revered, as it wears the coat of the jaguar, the most sacred of all animals.

The Monster Toad is a huge toad, only found in the forests of Mictlan and the Temple Marshes of C'tis. It is a horrible being that spews forth noxious vapors and tramples lesser beings. They are sacred and fed with slaves at the temples of both cultures.
-->The monster toad is a huge toad, only found in the forests of Mictlan and the Temple Marshes of C'tis. It is a horrible being that spews forth noxious vapors and tramples lesser beings. Monster toads are sacred and fed with slaves at the temples of both cultures.

According to the legends of C'tis, the Devourer of Soul sat at the foot of the God's throne. The God of C'tis would tell him the name of sinners and the beast would hunt them down. Once the Devourer bites, the unlucky target's soul is gone and this attack cannot be resisted. The Devourer is a sacred being.
-->According to the legends of C'tis, the Devourer of Souls sat at the foot of the God's throne. The God of C'tis would tell him the name of sinners and the beast would hunt them down. Once the Devourer bites, the unlucky target's soul is gone and this attack cannot be resisted. The Devourer is a sacred being.

Tlahuelpuchi are blood sucking witches, able to take animal shape. In animal form they stalk villages and wait for newborn babies, their favourite food, to be left alone. When a Tlahuelpuchi finds such a child, she transforms back to human shape and gorges on the blood of the newborn. Tlahuelpuchi can be persuaded to use their skills to get close to men of influence and assassinate them. They can perform a strange ritual in which they removes their feet and start flying. They use this ability to travel swift and far. Tlahuelpuchi are creatures of the night and have perfect darkvision. In animal shape their stealth is unsurpassed.
-->Tlahuelpuchi are blood sucking witches, able to take animal shape. They stalk villages in animal form and wait for newborn babies, their favourite food, to be left alone. When a tlahuelpuchi finds such a child, she transforms back to human shape and gorges on the blood of the newborn. Tlahuelpuchi can be persuaded to use their skills to get close to men of influence and assassinate them. They can perform a strange ritual in which they remove their feet and start flying. They use this ability to travel swiftly and far. Tlahuelpuchi are creatures of the night and have perfect darkvision. In animal shape their stealth is unsurpassed.

The Civateteo are noblewomen that died in childbirth and are called back to haunt the living. They are dressed in dark, tattered robes and their faces and arms are covered with white chalk. They are shriveled and terrible to behold. They often haunt crossroads and graveyards, where they stalk unwary travelers. They have priestly powers as well as skills in the dark arts.
-->Civateteo are noblewomen that died in childbirth and have been called back to haunt the living. They are dressed in dark, tattered robes and their faces and arms are covered with white chalk. They are shriveled and terrible to behold. They often haunt crossroads and graveyards where they stalk unwary travelers. They have priestly powers as well as skills in the dark arts.

Tzitzimitl are demons of the stellar spheres. Once they rebelled against the Celestial Divinities and were thrown down to the terrestrial sphere. Here they found worshipers in the people of Mictlan. With the awakening of the bloodthirsty lord, the Star Demons became sacred messengers and servants. Tzitzimitl are glowing, blue man-scorpions with crowns and girdles that radiate stellar lights. They have feathered arms that allow them to fly. In battle the Star Demons unleash bolts of stellar powers that kill those with tender souls.
-->Tzitzimitl are demons of the Stellar Spheres. Once they rebelled against the Celestial Divinities and were thrown down to the Terrestrial Sphere. Here they found worshippers in the people of Mictlan. With the awakening of the bloodthirsty Lord, the star demons became sacred messengers and servants. Tzitzimitl are glowing, blue man-scorpions with crowns and girdles that radiate stellar light. They have feathered arms that allow them to fly. In battle the star demons unleash bolts of stellar power that slay those with tender souls.

The Tlaloque are powerful rain spirits and high servants of the awakening lord. The Tlaloque are the ones who carry and opens the jugs of Heavenly Waters to let the rain fall upon the terrestrial sphere, and are always accompanied by rainfalls. There is one spirit for each cardinal direction. The Tlaloque of the East brings rain of fertility and growth. The Tlaloque of the South brings warm summer rains. The Tlaloque of the West brings fevered rains and pestilence. The Tlaloque of the North brings rain storms and cold winds.
-->The Tlaloque are powerful rain spirits and high servants of the awakening Lord. The Tlaloque are the ones who carry and open the jugs of Heavenly Waters to let the rain fall upon the Terrestrial Sphere and are always accompanied by rainfalls. There is one spirit for each cardinal direction. The Tlaloque of the East brings rain of fertility and growth. The Tlaloque of the South brings warm summer rains. The Tlaloque of the West brings rains of fever and pestilence. The Tlaloque of the North brings rain storms and cold winds.

The Ceremonial Masters are priests of the Bureaucracy, serving under the Ministers. They perform ceremonies according to the ritual calendar and rarely leave their parish.
-->Ceremonial Masters are priests of the Bureaucracy, serving under the Ministers. They perform ceremonies according to the ritual calendar and rarely leave their parish.

The Celestial Masters are the highest ranking priests of T'ien Ch'i. The Ministry of Rituals has reduced their religious influence, but they are still revered and respected among the people of the Empire. The Celestial Masters are high Masters of the Way, who have accepted title and training in the Celestial City. They are versatile mages adept in Water magic. In the time of Spring and Autumn the Celestial masters were skilled in fire magic, but the founding of the Bureaucracy has led them to studies of Earth magic. The element of the Earth is stable and a more suitable magical foundation for an empire than the wild nature of Fire magic.
-->Celestial Masters are the highest ranking priests of T'ien Ch'i. The Ministry of Rituals has reduced their religious influence, but they are still revered and respected among the people of the Empire. The Celestial Masters are High Masters of the Way who have accepted title and training in the Celestial City. They are versatile mages adept in Water magic. In the time of Spring and Autumn the Celestial masters were skilled in Fire magic, but the founding of the Bureaucracy has led them to studies of Earth magic. The Element of Earth is stable and a more suitable magical foundation for an Empire than the wild nature of Fire magic.

The Celestial Masters are high Masters of the Way. The Ministry of Rituals has reduced their religious influence, but they are still revered and respected among the people of the Empire. They are versatile mages adept in Water magic. In the time of the barbarian kings, their influence has dwindled and few are as skilled as they once were.
-->Celestial Masters are High Masters of the Way. The Ministry of Rituals has reduced their religious influence, but they are still revered and respected among the people of the Empire. They are versatile mages adept in Water magic. In the time of the barbarian kings, their influence has dwindled and few are as skilled as they once were.

The Celestial Masters are the highest ranking priests of T'ien Ch'i. They are high Masters of the Way, who have accepted title and training in the Celestial City. They are versatile mages adept in Water magic. In the time of Spring and Autumn, they have great magical skills, and they are able to fly.
-->Celestial Masters are the highest ranking priests of T'ien Ch'i. They are High Masters of the Way, who have accepted title and training in the Celestial City. They are versatile mages adept in Water magic. In the time of Spring and Autumn, they have great magical skills and are able to fly.

The Masters of the Way are lowly priests, hermits, and sages who practice the ancient Magic of the Way. Some serve as parish priests, and others travel the land, gathering followers. Still others sequester themselves in caves and practice extreme asceticism and self-starvation in the attempt to attain immortality. They all have some skills in Water magic, for the characteristics of Water: softness, flexibility and life giving, are considered high ideals in the lore of the Way.
-->Masters of the Way are lowly priests, hermits and sages who practice the ancient Magic of the Way. Some serve as parish priests and others travel the land, gathering followers. Still others sequester themselves in caves and practice extreme asceticism and self-starvation in an attempt to attain immortality. They all have some skills in Water magic, for the characteristics of Water, softness, flexibility and life giving, are considered high ideals in the lore of the Way.

Good standing with your ancestral spirits is of utmost importance in T'ien Ch'i. The Master of the Dead is a lowly priest or spirit master, divining the will of the ancestral spirits. They have some skills in exorcism and communication with the dead. They often carry papers inscribed with sacred texts. Weaker unholy beings hit by a thrown sutra are paralyzed by the holy words.
-->Good standing with your ancestral spirits is of utmost importance in T'ien Ch'i. The Master of the Dead is a lowly priest or spirit master, divining the will of the ancestral spirits. They have some skills in exorcism and communication with the dead. They often carry papers inscribed with sacred texts. Weaker unholy beings hit by a thrown sutra are paralyzed by the holy words.

An Ancestral Spirit is a helpful spirit of the ancestors. They are given offerings to secure the wellbeing of its descendants. In times of need, they can be called upon to aid armies.
-->An ancestral spirit is the helpful spirit of an ancestor. It is given offerings to secure the wellbeing of its descendants. In times of need, ancestral spirits can be called upon to aid armies.

Consorts are Imperial wives. When the Emperor loses interest in one of his wives, the Lady might be granted more freedom. They are not allowed to lead armies, but their influence in the court is undisputed. These Imperial Ladies sometimes serve as diplomats and spies in foreign lands.
-->Consorts are Imperial wives. When the Emperor loses interest in one of his wives, the Lady might be granted more freedom. They are not allowed to lead armies, but their influence in the Imperial Court is undisputed. These Imperial Ladies sometimes serve as diplomats and spies in foreign lands.

Eunuchs are widely used in the Imperial bureaucracy, as they do not nurture dynastic ambitions. Most Eunuchs are administrators and ministers, but some are given armies to lead.
-->Eunuchs are widely used in the Imperial Bureaucracy, as they do not nurture dynastic ambitions. Most eunuchs are administrators and ministers, but some are given armies to lead.

The General is the highest ranking officer of the Imperial armies of T'ien Ch'i. The General rarely comes from the ranks of bureaucrats, and are often replaced by eunuchs, unless the situation calls for a great leader.
-->Generals are the highest ranking officers of the Imperial armies of T'ien Ch'i. Generals rarely come from the ranks of bureaucrats and are often replaced by eunuchs, unless the situation calls for a great leader.

The Warrior of the Five Elements is a warrior sage trained in the fabled Bamboo Grove. Sometimes, a promising youngster is allowed to enter the grove to learn the secrets of the Five Elements. Some are trained as warriors, others as sages. The warriors develop resistance to all kinds of damage and are masterful swordsmen. Warriors of the Five Elements are sacred.
-->A Warrior of the Five Elements is a warrior-sage trained in the fabled Bamboo Grove. Sometimes, a promising youngster is allowed to enter the Grove to learn the secrets of the Five Elements. Some are trained as warriors, others as sages. The warriors develop resistance to all kinds of damage and are masterful swordsmen. Warriors of the Five Elements are sacred.

The Master of the Five Elements is a wise sage trained in the fabled Bamboo Grove. Sometimes, a promising youngster is allowed to enter the grove to learn the secrets of the Five Elements. The Masters of the Bamboo Grove follow an ancient Path of magic and are respected even by the most powerful Celestial Masters.
-->A Master of the Five Elements is a wise sage trained in the fabled Bamboo Grove. Sometimes, a promising youngster is allowed to enter the Grove to learn the secrets of the Five Elements. The Masters of the Bamboo Grove follow an ancient path of magic and are respected even by the most powerful Celestial Masters.

Soldiers of T'ien Ch'i are equipped with pole arms, and wear armor of leather and linen.
-->Soldiers of T'ien Ch'i are equipped with pole arms and wear armor of leather and linen.

The Archers of T'ien Ch'i use composite bows and wear leather armor.
-->The archers of T'ien Ch'i use composite bows and wear leather armor.

The Imperial soldiers are heavily armed and skilled soldiers trained by officials of the Bureaucracy. The training focuses on the control of emotions, and all Imperial soldiers have outstanding morale. Imperial Footmen wear scale armor and use spears or glaives.
-->Imperial soldiers are heavily armed and skilled soldiers trained by officials of the Bureaucracy. The training focuses on the control of emotions and all Imperial soldiers have outstanding morale. Imperial footmen wear scale armor and use spears or glaives.

The Imperial soldiers are heavily armed and skilled soldiers trained by officials of the Bureaucracy. The training focuses on the control of emotions, and all Imperial soldiers have outstanding morale. Imperial Archers use composite bows or crossbows.
-->Imperial soldiers are heavily armed and skilled soldiers trained by officials of the Bureaucracy. The training focuses on the control of emotions and all Imperial soldiers have outstanding morale. Imperial archers use composite bows or crossbows.

Throughout the history of the Celestial Empire, the training of Footmen has never been as efficient as during the reign of the Bureaucracy. The Heavy Footmen of the time of Spring and Autumn, wear scale armor and use spears or glaives, and their morale is slightly lower than the Footmen of the Bureaucracy.
-->Throughout the history of the Celestial Empire, the training of footmen has never been as efficient as during the reign of the Bureaucracy. The heavy footmen of the time of Spring and Autumn wear scale armor and use spears or glaives. Their morale is slightly lower than that of the footmen of the Bureaucracy.

In the time of Spring and Autumn, wars were fought over honor rather than land. The outcome of a battle was decided by the resolve and battle prowess of individual Nobles rather than by the size of the armies under their leadership. With the expansion of the national borders, armies have become increasingly more important, but Nobles still lead their armies into battle in armored chariots.
-->In the time of Spring and Autumn, wars were fought over honor rather than land. The outcome of a battle was decided by the resolve and battle prowess of individual nobles rather than by the size of the armies under their leadership. With the expansion of the national borders, armies have become increasingly more important, but nobles still lead their armies into battle in armored chariots.

Some of the Emperor's more able sons are given armies to lead. These Prince Generals are trained for their task from birth and are extremely skilled and able commanders. Their connection to the Celestial Throne gives them special authority, and they reputedly have divine powers.
-->Some of the Emperor's more able sons are given armies to lead. These Prince Generals are trained for their task from birth and are extremely skilled and able commanders. Their connection to the Celestial Throne gives them special authority and they reputedly have divine powers.

The Red Guard are the elite force of the Empire. They are trained in the Celestial City, and all are members of the Imperial Family. Tradition has it, that divine blood flows in their veins. They are blessed with the magic of the seasons and are stronger during spring, when the cherry trees blossom.
-->The Red Guard are the elite force of the Empire. They are trained in the Celestial City and all are members of the Imperial Family. Tradition has it that divine blood flows in their veins. They are blessed with the magic of the seasons and are stronger during spring, when the cherry trees blossom.

Imperial soldiers are heavily armed and skilled soldiers trained by officials of the bureaucracy. The training focuses on the control of emotions, and all Imperial soldiers have outstanding morale. Imperial Horsemen use lances and falchions.
-->Imperial soldiers are heavily armed and skilled soldiers trained by officials of the Bureaucracy. The training focuses on the control of emotions and all Imperial soldiers have outstanding morale. Imperial horsemen use lances and falchions.

The cavalry of T'ien Ch'i is formidable. Armed with bows and lances, they are versatile units. Heavily armed opponents will meet their lances, while lighter troops will perish under a rain of arrows. The Heavy Horseman wears scale mail armor. The horse is only lightly barded, to allow fast strategic movements.
-->The cavalry of T'ien Ch'i is formidable. Armed with bows and lances, they are versatile units. Heavily armed opponents will meet their lances while lighter troops will perish under a rain of arrows. The heavy horseman wears scale mail armor. The horse is only lightly barded to allow fast strategic movement.

The cavalry of T'ien Ch'i is formidable. Armed with bows and lances, they are versatile units. Heavily armed opponents will meet their lances, while lighter troops will perish under a rain of arrows. Horsemen wear armor of leather and linen.
-->The cavalry of T'ien Ch'i is formidable. Armed with bows and lances, they are versatile units. Heavily armed opponents will meet their lances while lighter troops will perish under a rain of arrows. Horsemen wear armor of leather and linen.

The barbarian cavalry of T'ien Ch'i is formidable. Armed with bows and lances, they are versatile units. Heavily armed opponents will meet their lances, while lighter troops will perish under a rain of arrows.
-->The barbarian cavalry of T'ien Ch'i is formidable. Armed with bows and lances, they are versatile units. Heavily armed opponents will meet their lances while lighter troops will perish under a rain of arrows.

The barbarian kings brought with them, the worship of ancestral spirits. Spirits of long dead warriors and chieftains guide the living in war and peace. Brave warriors give up their free will to allow the ancestors to share their bodies. These Ancestor Vessels are the most feared troops raised in the empire. The possessed ones fight with superhuman abilities and their bows fire howling arrows guided by spirits. The Vessel dons ancient armors and hideous masks blessed by the ancestral spirits.
-->The Barbarian Kings brought the worship of ancestral spirits with them. Spirits of long-dead warriors and chieftains guide the living in war and peace. Brave warriors give up their free will to allow the ancestors to share their bodies. These Ancestor Vessels are the most feared troops raised in the Empire. The possessed ones fight with superhuman abilities and their bows fire howling arrows guided by spirits. The Vessel dons ancient armor and a hideou mask blessed by the ancestral spirits.

The barbarian kings brought with them, the worship of ancestral spirits. Spirits of long dead warriors and chieftains guide the living in war and peace. Ancestor Smiths are mage smiths and warrior shamen of great renown. Sequestered in hidden mountain abodes they forge wondrous items possessed by ancestral spirits. Once many tribes had their own smiths crafting the dark armors and hideous masks now used by the Ancestor Vessels. To be able to craft arms worthy of heroes you must have a heroic battle prowess yourself. Consequently all Ancestor Smiths advance their martial skills to heroic standards with the aid of their ancestors.
-->The Barbarian Kings brought the worship of ancestral spirits with them. Spirits of long-dead warriors and chieftains guide the living in war and peace. Ancestor Smiths are mage-smiths and warrior shamans of great renown. Sequestered in hidden mountain abodes, they forge wondrous items possessed by ancestral spirits. Once many tribes had their own smiths crafting the dark armor and hideous masks now used by the Ancestor Vessels. To be able to craft arms worthy of heroes one must have a heroic battle prowess oneself. Consequently, all Ancestor Smiths advance their martial skills to heroic standards with the aid of their ancestors.

Good standing with your ancestral spirits is of utmost importance in T'ien Ch'i. Once Masters of the Dead divined the will of the ancestral spirits, but during the heyday of the Empire, their influence dwindled as the official cult of the Bureaucracy spread. In the reign of the Barbarian Kings ancestor worship has been reintroduced. Ancestor Guides are wise men, sages and diviners of barbarian heritage concerned with the well being of the ancestral spirits and their relations with the living. Only the old and dying are able to influence the dead and thus Ancestor Guides are invariably old.
-->Good standing with one's ancestral spirits is of utmost importance in T'ien Ch'i. Once Masters of the Dead divined the will of the ancestral spirits, but during the heyday of the Empire, their influence dwindled as the official cult of the Bureaucracy spread. During the reign of the Barbarian Kings, ancestor worship has been reintroduced. Ancestor Guides are wise men, sages and diviners of barbarian heritage concerned with the well being of the ancestral spirits and their relations with the living. Only the old and dying are able to influence the dead and thus Ancestor Guides are invariably old.

Good standing with the spirits of the land is of utmost importance to the barbarians invading T'ien Ch'i. In the time of the barbarian kings spirit worship has been reintroduced. Spirit Masters are shamen, sages and diviners of barbarian heritage concerned with the relations between spirits of the wild and men. Spirit Masters wield enchanted spirit clubs used to coerce spirits into servitude. The skills needed to battle spirits are not easy to acquire and most spirit masters are ancient, but skilled warriors.
-->Good standing with the spirits of the land is of utmost importance to the barbarians invading T'ien Ch'i. In the time of the Barbarian Kings spirit worship has been reintroduced. Spirit Masters are shamans, sages and diviners of barbarian heritage concerned with the relations between spirits of the wild and men. Spirit Masters wield enchanted spirit clubs used to coerce spirits into servitude. The skills needed to battle spirits are not easy to acquire and most spirit masters are ancient but skilled warriors.

With the barbarian invasion came new leadership, and the Imperial Family was replaced by barbarian kings. The Khans come from the steppes and are skilled horsemen and warriors. The Khans often fight side by side with their soldiers, and their bravery and skills can inspire the most cowardly barbarian into deeds of heroic bravery.
-->With the barbarian invasion came new leadership and the Imperial Family was replaced by Barbarian Kings. The Khans from the steppes and are skilled horsemen and warriors. They often fight side by side with their soldiers and their bravery and skills can inspire the most cowardly barbarian into deeds of heroic bravery.

The Demon of Heavenly Rivers is a violent celestial being sprung from heavenly rivers. It has the appearance of a furious blue skinned ogre, with wild red hair. The Demon is armed with a great club and wears an enchanted necklace made from the skulls of men unfortunate enough to try to cross a river guarded by the Demon. This Demon is amphibious. Celestial Demons are sacred and can only be summoned by the Celestial Masters of T'ien Ch'i.
-->The Demon of Heavenly Rivers is a violent Celestial being sprung from heavenly rivers. It has the appearance of a furious blue skinned ogre with wild red hair. The demon is armed with a great club and wears an enchanted necklace made from the skulls of men unfortunate enough to try to cross a river guarded by the demon. This demon is amphibious. Celestial demons are sacred and can only be summoned by the Celestial Masters of T'ien Ch'i.

The Demon of Heavenly Fires is a violent celestial being sprung from heavenly fires. It has the appearance of a furious man in golden robes. The Demon throws flaming wheels and can fly. It is more powerful in hot dry lands. Celestial Demons are sacred and can only be summoned by the Celestial Masters of T'ien Ch'i.
-->The Demon of Heavenly Fires is a violent Celestial being sprung from heavenly fires. It has the appearance of a furious man in golden robes. The demon throws flaming wheels and can fly. It is more powerful in hot, dry lands. Celestial demons are sacred and can only be summoned by the Celestial Masters of T'ien Ch'i.

The T'ien Kou is a hound from the celestial sphere. It has the appearance of a lion maned dog, with huge staring eyes and a flaming tail. It can run on the wind and is immune to lightning. It is often summoned by the Celestial masters of T'ien Ch'i as sacred guardians of the temples.
-->The T'ien Kou is a hound from the Celestial Sphere. It has the appearance of a lion-maned dog, with huge staring eyes and a flaming tail. It can run on the wind and is immune to lightning. It is often summoned by the Celestial Masters of T'ien Ch'i as a sacred guardian of the temples.

The Celestial Soldier is a being of the celestial sphere. It has the appearance of a horse-man in full scale armor, armed with a glaive. Celestial Soldiers are strong and skillful warriors. They are sacred and can only be summoned by the Celestial Masters of T'ien Ch'i.
-->The Celestial Soldier is a being of the Celestial Sphere. It has the appearance of a horse-headed man in full scale armor, armed with a glaive. Celestial Soldiers are strong and skillful warriors. They are sacred and can only be summoned by the Celestial Masters of T'ien Ch'i.

The Celestial Servant is a gardener or servitor of the celestial sphere. It has the appearance of an obese pig-man. Celestial Servants are very strong, but not very skilled as warriors. They arm themselves with rakes and do not carry armor. Celestial Servants do not need the food of this world to survive, but they do love to eat, and they have huge appetites. One Celestial Servant will eat as much food as seven ordinary men. They are sacred and can only be summoned by the Celestial Masters of T'ien Ch'i.
-->The Celestial Servant is a gardener or servitor of the Celestial Sphere. It has the appearance of an obese pig-man. Celestial Servants are very strong, but not very skilled as warriors. They arm themselves with rakes and do not wear armor. Celestial Servants do not need the food of this world to survive, but they do love to eat and they have huge appetites. One Celestial Servant will eat as much food as seven ordinary men. They are sacred and can only be summoned by the Celestial Masters of T'ien Ch'i.

Ho Hsien-Ku is one of the Immortals, the ancient heroes of T'ien Ch'i that have attained a limited form of divinity. Ho Hsien-Ku was a young lady who dreamed that mother-of-pearls would give her immortality. Living on a diet of mother-of-pearls and moonbeams, she gradually turned ethereal and finally became an Immortal. Now she floats from mountaintop to mountaintop, collecting magical herbs. Her skill in healing is well known, and she gladly helps wounded soldiers with their afflictions.
-->Ho Hsien-Ku is one of the Immortals, the ancient heroes of T'ien Ch'i who have attained a limited form of divinity. Ho Hsien-Ku was a young lady who dreamed that mother-of-pearls would give her immortality. Living on a diet of mother-of-pearls and moonbeams, she gradually turned ethereal and finally became an Immortal. Now she floats from mountaintop to mountaintop, collecting magical herbs. Her skill in healing is well known and she gladly helps wounded soldiers recover from their afflictions.

Lu Tung-Pin is one of the Immortals, the ancient heroes of T'ien Ch'i that have attained a limited form of divinity. Lu Tung-Pin became an Immortal when he was given a sip of wine by a mysterious old man. He fell asleep and had many a strange dream. When he awoke, he secluded himself and lived as a hermit, until he had perfected the arts of swordsmanship and inner alchemy. He is armed with an enchanted Demon Slaying sword, given to him by a Dragon. He also wields an annoying Fly Whisk.
-->Lu Tung-Pin is one of the Immortals, the ancient heroes of T'ien Ch'i who have attained a limited form of divinity. Lu Tung-Pin became an Immortal when he was given a sip of wine by a mysterious old man. He fell asleep and had many a strange dream. When he awoke, he secluded himself and lived as a hermit until he had perfected the arts of swordsmanship and inner alchemy. He is armed with an enchanted Demon Slayer sword given to him by a Dragon. He also wields an annoying Fly Whisk.

Li T'ieh-Kuai is one of the Immortals, the ancient heroes of T'ien Ch'i that have attained a limited form of divinity. Li T'ieh-Kuai lived as a hermit and explored the celestial spheres by astral travels. One day, his travels carried him farther than normal, and when he returned, he found his body cremated. He was forced to enter the body of a freshly dead, crippled old man. He now wanders the land, cursing and pestering good folks. His ugly face, crippled body, and bad demeanor is frightening to say the least. As if this wasn't frightening enough, his mere presence causes leprosy in those nearby.
-->Li T'ieh-Kuai is one of the Immortals, the ancient heroes of T'ien Ch'i who have attained a limited form of divinity. Li T'ieh-Kuai lived as a hermit and explored the Celestial Spheres by astral travel. One day, his travels carried him farther than normal and when he returned, he found his body cremated. He was forced to enter the body of a freshly dead, crippled old man. He now wanders the land, cursing and pestering good folks. His ugly face, crippled body and bad demeanor is frightening to say the least. As if this wasn't frightening enough, his mere presence causes leprosy in those nearby.

The Machaka Hoplites are armed with glaive-like spears and plate armor. They are skilled soldiers, but they cannot rival the effectiveness of the Arcoscephalian Phalanxes.
-->The Machaka hoplites are armed with glaive-like spears and plate armor. They are skilled soldiers, but they cannot rival the effectiveness of the Arcoscephalian phalanxes.

The Machaka Chief is an important tribal leader.
-->The Machaka chief is an important tribal leader.

The leaders of the Machaka Hoplites are skilled soldiers and able leaders.
-->The leaders of the Machaka hoplites are skilled soldiers and able leaders.

The Great Spider is able to entangle its prey in sticky webs, even at a distance.
-->The great spider is able to entangle its prey in sticky webs, even at a distance.

The monstrous Hunter Spider is able to outrun elephants and other large herbivores. It can entangle its prey in sticky webs.
-->The monstrous hunter spider is able to outrun elephants and other large herbivores. It can entangle its prey in sticky webs.

Machaka do not use horses. Instead, giant spiders found in the depths of the Machakan forests are trained by Witch Doctors to carry riders. Spider Riders are armed with bows and spears. The Spider is able to throw webs to entangle distant enemies.
-->Machakans do not use horses. Instead, giant spiders found in the depths of the Machakan forests are trained by witch doctors to carry riders. Spider riders are armed with bows and spears. The spider is able to throw webs to entangle distant enemies.

The Spider Knight is a heavily armored Spider Rider. Spider Knights do not use bows, but their Spiders can throw webs at enemies at a distance.
-->The Spider Knight is a heavily armored spider rider. Spider Knights do not use bows, but their spiders can throw webs at enemies at a distance.

In the God Forest, monstrous spiders are caught and trained by Machakan Sorcerers. These huge beasts carry the Black Hunters, sacred warriors in full plate armor. Should the Black Hunter die, the Hunter Spider will continue to fight those who slew its master. The Hunter Spider can entangle nearby enemies in webs.
-->In the God Forest, monstrous spiders are caught and trained by Machakan sorcerers. These huge beasts carry the Black Hunters, sacred warriors in full plate armor. Should the Black Hunter die, the hunter spider will continue to fight those who slew its master. The hunter spider can entangle nearby enemies in webs.

In the caves of the God Mountain, cultic assassins are trained by the Black Sorcerers. The Spider Warrior is not yet a fully trained assassin, but is skilled in stealth and melee combat. Spider Warriors wear plate armor and wield two swords.
-->In the caves of the God Mountain, cultic assassins are trained by the Black Sorcerers. The Spider Warrior is not yet a fully trained assassin, but is skilled in stealth and melee combat. Spider Warriors wear plate armor and wield two swords.

In the caves of the God Mountain, cultic assassins are trained by the Black Sorcerers. The Bane Spider is a fully trained assassin and a master of melee combat. They wear plate armor and wield magical Bane Blades that cause the flesh of anyone hit to fester and rot within moments. Bane Spiders sometimes lead Spider Warriors.
-->In the caves of the God Mountain, cultic assassins are trained by the Black Sorcerers. The Bane Spider is a fully trained assassin and a master of melee combat. They wear plate armor and wield magical Bane Blades that cause the flesh of anyone hit to fester and rot within moments. Bane Spiders sometimes lead Spider Warriors.

In the God Mountain resides the true power of Machaka. Here, Sorceresses and Black Sorcerers practice dark magic, train Spider Assassins, and forge their deadly blades. The deeper caves of the God Mountain are restricted to the Sorcerers. It is said that the remnants of an ancient god are hidden in the deepest cave of the Mountain, a cave where no light is allowed. It is rumored that the Black Sorcerors are descendants of this dead god. When they are seriously wounded, Sorcerors will turn into great Hunter Spiders. In spider form, they are still able to cast spells but have reduced magical skills.
-->In the God Mountain resides the true power of Machaka. Here, Sorceresses and Black Sorcerers practice dark magic, train Spider Assassins and forge their deadly blades. The deeper caves of the God Mountain are restricted to the Sorcerers. It is said that the remnants of an ancient God are hidden in the deepest cave of the Mountain, a cave where no light is allowed. It is rumored that the Black Sorcerers are descendants of this Dead God. When they are seriously wounded, Black Sorcerers will turn into great Hunter Spiders. In spider form, they are still able to cast spells but have reduced magical skills.

In the God Mountain, Sorceresses and Black Sorcerers practice dark magic, train Spider Assassins, and forge their deadly blades. The deeper caves of the God Mountain are restricted to the Sorcerers. It is said that the remnants of an ancient god are hidden in the deepest cave of the Mountain, a cave where no light is allowed. It is rumored that the Sorceresses are descendants of this dead god. When they are seriously wounded, Sorceresses will turn into Great Spiders. Very skilled Sorceresses may be able to cast spells even in spider form.
-->In the God Mountain, Sorceresses and Black Sorcerers practice dark magic, train Spider Assassins and forge their deadly blades. The deeper caves of the God Mountain are restricted to the Sorcerers. It is said that the remnants of an ancient God are hidden in the deepest cave of the Mountain, a cave where no light is allowed. It is rumored that the Sorceresses are descendants of this Dead God. When they are seriously wounded, sorceresses will turn into great spiders. Very skilled sorceresses may be able to cast spells even in spider form.

Witch Doctors are reclusive mages of the wilderness. Some Witch Doctors live in villages where they heal the sick, while others hide in the wild and afflict trespassers with fever. Witch Doctors shun contact with other mages and never reveal any magic secrets willingly. This makes them very poor magic researchers.
-->Witch doctors are reclusive mages of the wilderness. Some witch doctors live in villages where they heal the sick, while others hide in the wild and afflict trespassers with fever. Witch doctors shun contact with other mages and never reveal any magic secrets willingly. This makes them very poor magic researchers.

The Sorcerer is a prominent Witch Doctor. With power comes arrogance and a will to dominate; thus many Sorcerers have made themselves tribal chiefs. Sorcerers are generally feared, and rule more by fear than by justice.
-->Sorcerers are prominent witch doctors. With power comes arrogance and a will to dominate; thus many sorcerers have made themselves tribal chiefs. Sorcerers are generally feared and rule more by fear than by justice.

There are three priestly orders in the Machakan society. The most common order of priests is the Eyes of the Lord. They are in charge of domestic affairs in the theocratic kingdom. They gather information from the people and execute the laws spoken by the Voice of the Lord. Eyes of the Lord count as fifteen ordinary men when patrolling provinces.
-->There are three priestly orders in the Machakan society. The most common order of priests is the Eyes of the Lord. They are in charge of domestic affairs in the theocratic kingdom. They gather information from the people and execute the laws spoken by the Voices of the Lord. Eyes of the Lord count as fifteen ordinary men when patrolling provinces.

There are three priestly orders in the Machakan society. The highest of these orders speak the will of the Lord. They are known as Mouths, or Voices of the Lord. All important ceremonies, especially the Sacrifice of the King, are presided over by a Voice.
-->There are three priestly orders in the Machakan society. The highest of these orders speaks the will of the Lord. They are known as Mouths or Voices of the Lord. All important ceremonies, especially the Sacrifice of the King, are presided over by a Voice.

The sacred kings of Machaka have ruled the kingdom for ages. The prosperity of the land is closely connected with the king, and in times of hardship, the king is sacrificed to reverse the misfortunes of the land. Yasini is the current king of Machaka. He was fortunate enough to be born at a time when the Lord incarnated, and this has granted him a rather long life as king. Yasini is charismatic and possesses a Divine Aura as a sign of his high standing in the eyes of the Lord.
-->The sacred kings of Machaka have ruled the kingdom for ages. The prosperity of the land is closely connected with the king and in times of hardship, the king is sacrificed to reverse the misfortunes of the land. Yasini is the current king of Machaka. He was fortunate enough to be born at a time when the Lord incarnated and this has granted him a rather long life as king. Yasini is charismatic and possesses a Divine Aura as a sign of his high standing in the eyes of the Lord.

It is rumored that there is a great city in the God Forest where apes ,and not humans rule. Few believed this myth until Mwaka arrived. Dressed in a cloak colored royal scarlet, and crowned as a king, he marched up with his retinue to the Great Throne of the Triumphant King and swore his allegiance in exchange for one hundred and one wives and the release of the Ape Oracle, an ape of uncanny intelligence that had been captured a month earlier. The Voices of the Lord thought that if the powers of the Oracle were not enough to save her from being captured, she posed no danger, and so was released. Mwaka now serves the God of the Forest and ever more apes are coming to his aid.
-->It is rumored that there is a great city in the God Forest where apes rule instead of men. Few believed this myth until Mwaka arrived. Dressed in a cloak colored royal scarlet and crowned as a king, he marched up with his retinue to the Great Throne of the Triumphant King and swore his allegiance in exchange for one hundred and one wives and the release of the Ape Oracle, an ape of uncanny intelligence that had been captured a month earlier. The Voices of the Lord thought that if the powers of the Oracle were not enough to save her from being captured, she posed no danger and so was released. Mwaka now serves the God of the Forest and ever more apes are coming to his aid.

It is rumored that there is a great city in the God Forest where apes, and not humans rule. Few actually believed this myth until the Ape Oracle was found. The Oracle is an ape of uncanny intelligence that was captured by an Eye of the Lord after she and her Band caused some unrest in a remote region of the kingdom. The Oracle proved to be quite clever, but not clever enough to avoid capture. It was released by the Voices of the Lord when Mwaka, the Crowned Ape, arrived and made a plea for the Oracle's life. The Mchumba seems to be only slightly brighter than an ordinary Ape, but she has some innate magical powers.
-->It is rumored that there is a great city in the God Forest where apes rule instead of men. Few actually believed this myth until the Ape Oracle was found. The Oracle is an ape of uncanny intelligence that was captured by an Eye of the Lord after she and her band caused some unrest in a remote region of the kingdom. The Oracle proved to be quite clever, but not clever enough to avoid capture. It was released by the Voices of the Lord when Mwaka, the Crowned Ape, arrived and made a plea for the Oracle's life. Mchumba seems to be only slightly brighter than an ordinary Ape, but she has some innate magical powers.

It is rumored that there is a great city in the God Forest where apes, and not humans rule. Few believed this myth until Boko arrived. Now, more and more Great Apes have emerged from the Forest to heed the call of their king. The Great Apes fight with fists and thrown stones.
-->It is rumored that there is a great city in the God Forest where apes rule instead of men. Few believed this myth until Boko arrived. Now, more and more Great Apes have emerged from the Forest to heed the call of their king. The Great Apes fight with fists and thrown stones.

Ainra is a Sorceress of great power. She is the Mistress of the God Mountain and carries one of the Three Keys to the deepest chamber. She is the Lady of Death, and it is she who grants the power of shape shifting to the newly trained Sorceresses. Ainra can change shape at will and is even able to retain some of her magical skills in her spider form.
-->Ainra is a Sorceress of great power. She is the Mistress of the God Mountain and carries one of the Three Keys to the deepest chamber. She is the Lady of Death and it is she who grants the power of shapeshifting to the newly trained Sorceresses. Ainra can change shape at will and is even able to retain some of her magical skills in spider form.

Halfmen, like humans, have underwater counterparts. Capricorns have the upper part of a Pan and the lower part of a fish. Capricorns can transform and leave the deeps in the same way as Ichtysatyrs. They are mages of nature and water, but loose some of their powers when they leave the sea.
-->Halfmen, like humans, have underwater counterparts. Capricorns have the upper part of a Pan and the lower part of a fish. Capricorns can transform and leave the deeps in the same way as ichtysatyrs. They are mages of Nature and Water, but lose some of their powers when they leave the sea.

The Triton race is ancient race, and have lived in the oceans since they were created in the image of some ancient god. The first of these Tritons were given exceptional powers and strength by their creator. The blood of these ancients is still still strong in the royalty of Oceania. Triton kings summon Hippocampoi, magical steeds of the deeps. All Triton kings are skilled water mages.
-->The triton race is ancient and tritons have lived in the oceans since they were created in the image of some ancient god. The first of these tritons were given exceptional powers and strength by their creator. The blood of these ancients is still still strong in the royalty of Oceania. Triton Kings summon hippocampoi, magical steeds of the deeps. All Triton Kings are skilled Water mages.

Life underneath the waves corresponds in many ways to that on dry lands. Hippocampoi are magical steeds of the deeps. They have a magical horn on their forehead is blessed with healing powers. Hippocampoi serve the Triton Kings and are used as mounts by the sacred Knights of the Deeps..
-->Life underneath the waves corresponds in many ways to that on dry land. A hippocampus is a magical steed of the deeps. The magical horn on its forehead is blessed with healing powers. Hippocampoi serve the Triton Kings and are used as mounts by the sacred Knights of the Deeps.

The Siren is a highly magical being able to change shape. While under water she appears as a beautiful woman, with the tail of a fish. When she leaves the sea, she takes the form of a gull, with the head and torso of a woman. The Siren is gifted with an enchanting voice and can lure men into the sea with their songs. While hiding in a coastal province, the Siren can attempt to lure commanders to a watery grave. Sirens are mages of water and air. While under water they loose their air magic skills, but gain skills in water magic.
-->A siren is a highly magical being capable of changing shape. While under water, she appears as a beautiful woman with the tail of a fish. When she leaves the sea, she takes the form of a gull with the head and torso of a woman. Sirens are gifted with an enchanting voice and can lure men into the sea with their songs. While hiding in a coastal province, a siren can attempt to lure commanders to a watery grave. Sirens are mages of Water and Air. While under water, they lose their Air magic skills, but gain skill in Water magic.

Life underneath the waves corresponds in many ways to that on dry lands. Priests as well as warriors or beasts have their underwater counterparts. The legendary Bishop Fish is a strange fish with fins resembling priestly robes. It is a powerful priest, but it cannot leave its maritime realm.
-->Life underneath the waves corresponds in many ways to that on dry land. Priests as well as warriors and beasts have their underwater counterparts. The legendary Bishop Fish is a strange fish with fins resembling priestly robes. It is a powerful priest, but it cannot leave its maritime realm.

The Knights of the Deeps are the elite of Oceania and the heralds of the new God. They ride upon sacred sea-horses. The Hippocampus is a magical steed that is able to heal its rider with its horn.
-->The Knights of the Deeps are the elite of Oceania and the heralds of the new God. They ride upon sacred sea-horses. The hippocampus is a magical steed that is able to heal its rider with its horn.

The Triton Princes are commanders of the oceanian knights. They are of royal blood and very skilled warriors. Their hippocampus mounts have healing powers similar to those of the unicorn.
-->The Triton Princes are commanders of the Oceanian knights. They are of royal blood and very skilled warriors. Their hippocampus mounts have healing powers similar to those of the unicorn.

Life underneath the waves corresponds in many ways to that on dry lands. Humans as well as animals has underwater counterparts. Tritons are the most common of the aquatic humanoids. They appear as humans with legs ending in fins. The tritons of Oceania are pure of blood and stronger and braver than their brethren.
-->Life underneath the waves corresponds in many ways to that on dry land. Both humans and animals have underwater counterparts. Tritons are the most common of the aquatic humanoids. They appear as humans with legs ending in fins. The tritons of Oceania are pure of blood and stronger and braver than their brethren.

Life underneath the waves corresponds in many ways to that on dry land; both humans and animals have underwater counterparts. Tritons are the most common of the aquatic humanoids. They appear as humans with legs ending in fins. Tritons wield coral spears, coral knives, and sometimes turtle shell shields.
-->Life underneath the waves corresponds in many ways to that on dry land. Both humans and animals have underwater counterparts. Tritons are the most common of the aquatic humanoids. They appear as humans with legs ending in fins. Tritons wield coral spears and coral knives and sometimes carry turtle shell shields.

Life underneath the waves corresponds in many ways to that on dry land; both humans and animals have underwater counterparts. Tritons are the most common of the aquatic humanoids. They appear as humans with legs ending in fins. Tritons Troopers don coral armors and wield coral spears, coral knives, and turtle shell shields.
-->Life underneath the waves corresponds in many ways to that on dry land. Both humans and animals have underwater counterparts. Tritons are the most common of the aquatic humanoids. They appear as humans with legs ending in fins. Tritons troopers don coral armor and wield coral spears and coral knives and carry turtle shell shields.

These elite Triton warriors ride upon huge sharks. The sharks are difficult to tame and train, but the result is a truly great mount that can kill most opponents with a single bite.
-->These elite triton warriors ride upon huge sharks. The sharks are difficult to tame and train, but the result is a truly great mount that can kill most opponents with a single bite.

These elite Triton warriors ride upon sea-horses. The Hippocampus is a magical steed that is able to heal its rider with its horn.
-->These elite triton warriors ride upon sea-horses. The hippocampus is a magical steed that is able to heal its rider with its horn.

Mermen are amphibious beings related to Tritons, but have fish tails instead of legs. Mermen have strange powers of transformation and can remove their tails to walk on dry land. They live in shallow waters along the coastlines and sometimes build villages on land.
-->Mermen are amphibious beings related to tritons, but have fish tails instead of legs. Mermen have strange powers of transformation and can remove their tails to walk on dry land. They live in shallow waters along the coastlines and sometimes build villages on land.

Mermen are amphibious beings related to Tritons, but have fish tails instead of legs. Mermen have strange powers of transformation and can remove their tails to walk on dry land. They live in shallow waters along the coastlines and sometimes build villages on land. Wave Warriors and Wave Lords are given bronze armors by their masters.
-->Mermen are amphibious beings related to tritons, but have fish tails instead of legs. Mermen have strange powers of transformation and can remove their tails to walk on dry land. They live in shallow waters along the coastlines and sometimes build villages on land. Wave Warriors and Wave Lords are given bronze armor by their masters.

Mermen are amphibious beings related to Tritons, but have fish tails instead of legs. Mermen have strange powers of transformation and can remove their tails to walk on dry land. They live in shallow waters along the coastlines and sometimes build villages on land. Mermages are skilled in water magic and sometimes learn other magic paths as well. Mermages loose some of their skills in water magic when they leave the sea.
-->Mermen are amphibious beings related to tritons, but have fish tails instead of legs. Mermen have strange powers of transformation and can remove their tails to walk on dry land. They live in shallow waters along the coastlines and sometimes build villages on land. Mermages are skilled in Water magic and sometimes learn other magic paths as well. Mermages lose some of their skills in Water magic when they leave the sea.

Mermen are amphibious beings related to Tritons, but have fish tails instead of legs. Mermen have strange powers of transformation and can remove their tails to walk on dry land. Some mermen build coastal villages. They are used to fighting on dry land. They are called Turtle Warriors by their brethren and are often used in raids on inland provinces.
-->Mermen are amphibious beings related to tritons, but have fish tails instead of legs. Mermen have strange powers of transformation and can remove their tails to walk on dry land. Some mermen build coastal villages. They are used to fighting on dry land. They are called Turtle Warriors by their brethren and are often used in raids on inland provinces.

Life underneath the waves corresponds in many ways to that on dry land; Halfmen, like humans, have underwater counterparts. Ichtysatyrs appear as satyrs with fish tails instead of legs. They are wild beings that roam the kelp forests of shallow waters, not unlike the satyrs that roam the woodlands on dry land. Ichtysatyrs have strange abilities of transformation and can remove their tails to walk on dry land. Ichtysatyrs are only stealthy while underwater.
-->Life underneath the waves corresponds in many ways to that on dry land. Halfmen, like humans, have underwater counterparts. Ichtysatyrs appear as satyrs with fish tails instead of legs. They are wild beings that roam the kelp forests of shallow waters, not unlike the satyrs that roam the woodlands on dry land. Ichtysatyrs have strange abilities of transformation and can remove their tails to walk on dry land. Ichtysatyrs are only stealthy while underwater.

The Mermidons are the elite of the underwater halfmen. They wear heavy bronze hauberks. They are strong and use heavy tridents and turtle shell shields.
-->Mermidons are the elite of the underwater halfmen. They wear heavy bronze hauberks. They are strong and use heavy tridents and turtle shell shields.

Life underneath the waves corresponds in many ways to that on dry land; Halfmen, like humans, have underwater counterparts. Ichtycentaurs appear as centaurs with fish tails instead of hind legs. They are wild beings that roam the kelp forests of shallow waters, not unlike the centaurs that roam the woodlands on dry land. Ichtycentaurs have strange abilities of transformation and can remove their tails to walk on dry land.
-->Life underneath the waves corresponds in many ways to that on dry land. Halfmen, like humans, have underwater counterparts. Ichtycentaurs appear as centaurs with fish tails instead of hind legs. They are wild beings that roam the kelp forests of shallow waters, not unlike the centaurs that roam the woodlands on dry land. Ichtycentaurs have strange abilities of transformation and can remove their tails to walk on dry land.

Life underneath the waves corresponds in many ways to that on dry land. Glorious knights fighting for their faith exist in the deeps as well as on dry land. The Trident Knights are Ichtycentaur knights that have sworn to protect the Palace of Pearls and its rulers. They wield tridents and wear shiny bronze bardings. All Ichtycentaurs are able to remove their fish tails and leave the sea.
-->Life underneath the waves corresponds in many ways to that on dry land. Glorious knights fighting for their faith exist in the deeps as well as on dry land. The Trident Knights are ichtycentaur knights who have sworn to protect the Palace of Pearls and its rulers. They wield tridents and wear shiny bronze barding. All ichtycentaurs are able to remove their fish tails and leave the sea.

The Ichtyids are a race of fishmen that dwell along the coastlines, both in the water and on land. They are born in shallow waters and use turtles as both food and material for weapons and armor.
-->Ichtyids are a race of fishmen that dwell along the coastlines, both in the water and on land. They are born in shallow waters and use turtles as both food and material for weapons and armor.

Life underneath the waves corresponds in many ways to that on dry land; both humans and animals have underwater counterparts. Tritons are the most common of the aquatic humanoids. They appear as humans with legs ending in fins. The Amber Clans were secretive orders of Triton aristocrats led by mages and priests who served the Triton Kings. They are proud and strong, and a few of the clans managed to survive the Atlantian onslaught. The Amber Clans have since become independent and denounced the rulership of the Triton Kings. The Amber Mages forge strange amber armors for their guards.
-->Life underneath the waves corresponds in many ways to that on dry land. Both humans and animals have underwater counterparts. Tritons are the most common of the aquatic humanoids. They appear as humans with legs ending in fins. The Amber Clans are secretive orders of Triton aristocrats led by mages and priests who served the Triton Kings. They are proud and strong and a few of the clans managed to survive the Atlantian onslaught. The Amber Clans have since become independent and denounced the rulership of the Triton Kings. The Amber Mages forge strange amber armor for their guards.

Life underneath the waves corresponds in many ways to that on dry land; both humans and animals have underwater counterparts. Tritons are the most common of the aquatic humanoids. They appear as humans with legs ending in fins. The Amber Clans are secretive orders of Triton aristocrats led by mages and priests who served the Triton Kings. The Amber Mages forge strange amber armors for their guards.
-->Life underneath the waves corresponds in many ways to that on dry land. Both humans and animals have underwater counterparts. Tritons are the most common of the aquatic humanoids. They appear as humans with legs ending in fins. The Amber Clans are secretive orders of Triton aristocrats led by mages and priests who serve the Triton Kings. The Amber Mages forge strange amber armor for their guards.

Bandar Log is a very Hierarchial society. The Markata is the smallest of the monkey people and their intellect is barely above that of simple beasts. The Markatas are small, noisy, and annoying, especially when met in large numbers. If alone, they can be used as scouts, but when in greater numbers they quickly become bored and start to make noise and play with each other. They are generally despised by the larger monkeys and apes. They are sometimes given small bows. This pleases them to no end, but they are still not very useful soldiers.
-->Bandar Log is a very hierarchial society. Markatas are the smallest of the monkey people and their intellect is barely above that of simple beasts. Markatas are small, noisy and annoying, especially when met in large numbers. If alone, they can be used as scouts, but when in greater numbers they quickly become bored and start to make noise and play with each other. They are generally despised by the larger monkeys and apes. They are sometimes given small bows. This pleases them no end, but they are still not very useful soldiers.

The Vanara are the most common of the four castes of Bandar Log. They are about as big as humans. Many Vanara live in tribal societies in the dense forests of the realm. The warriors of the forest tribes are called Atavi. They use bows and maces, but do not wear armor. All Atavi are stealthy.
-->The Vanara are the most common of the four castes of Bandar Log. They are about as big as humans. Many Vanaras live in tribal societies in the dense forests of the realm. The warriors of the forest tribes are called Atavi. They use bows and maces, but do not wear armor. All Atavi are stealthy.

The Vanara is the third caste of Bandar Log. They are the most common of the four castes. They are about as big as humans. The civilized Vanara of the capital, uses black clothing and the gilded scales of their armors are sewn onto black linen to mark them as lower caste than the Bandar and the White Ones. The bow is a favoured weapon of the Vanara, but chakram or maces are also used. The sword is considered the most noble of weapons and only the elite swordsmen and captains use it.
-->The Vanara are the third caste of Bandar Log. They are the most common of the four castes. They are about as big as humans. The civilized Vanara of the capital use black clothing and the gilded scales of their armor are sewn onto black linen to mark them as lower caste than the Bandar and the White Ones. The bow is the favoured weapon of the Vanara, but chakram or maces are also used. The sword is considered the most noble of weapons and only elite swordsmen and captains use them.

The Bandar are large, black apes towering over their fellow apes and monkeys. Bandar Light Archers are lowly Bandar, barely above the Vanara in status. They are not given armor, nor are they allowed to fight in melee, as this would give them honor and possibility to climb in the social hierarchy and get noble mates.
-->The Bandar are large, black apes towering over their fellow apes and monkeys. Bandar light archers are lowly Bandar, barely above the Vanara in status. They are not given armor, nor are they allowed to fight in melee, as this would give them honor and the possibility to climb in the social hierarchy and get noble mates.

The Bandar are large, black apes towering over their fellow apes and monkeys. The colour of their caste is red, the color of blood and war. The Bandar is the warrior caste and although few in numbers, command much influence. The king and nobility are always Bandar. The bow is a common weapon, but most Bandar prefer to let the Vanara do the shooting, as the honor and prestige gained from melee is generally higher. Still, an ape with reputation as a great archer can get positions and mates of some stature.
-->The Bandar are large, black apes towering over their fellow apes and monkeys. The colour of their caste is red, the colour of blood and war. The Bandar are the warrior caste and although few in number, command much influence. The king and nobility are always Bandar. The bow is a common weapon, but most Bandar prefer to let the Vanara do the shooting, as the honor and prestige gained from melee is generally higher. Still, an ape with reputation as a great archer can get position and mates of some stature.

The Bandar are large, black apes towering over their fellow apes and monkeys. The colour of their caste is red, the color of blood and war. The Bandar is the warrior caste and although few in numbers, command much influence. The king and nobility are always Bandar. Most Bandar Warriors use maces or heavy iron cudgels.
-->The Bandar are large, black apes towering over their fellow apes and monkeys. The colour of their caste is red, the colour of blood and war. The Bandar are the warrior caste and although few in number, command much influence. The king and nobility are always Bandar. Most Bandar warriors use maces or heavy iron cudgels.

The Bandar are large, black apes towering over their fellow apes and monkeys. The colour of their caste is red, the color of blood and war. The Bandar is the warrior caste and although few in numbers, command much influence. The king and nobility are always Bandar. Swords are considered the most noble of all weapons and are only given to warriors that have the right parents, or have made themselves names as skilled warriors. To be given a sword, is a sure way to advance in society and to get enemies. With the sword comes the duty to protect the royalty.
-->The Bandar are large, black apes towering over their fellow apes and monkeys. The colour of their caste is red, the colour of blood and war. The Bandar are the warrior caste and although few in number, command much influence. The king and nobility are always Bandar. Swords are considered the most noble of all weapons and are only given to warriors who have the right parents or have made themselves names as skilled warriors. To be given a sword is a sure way to advance in society and to get enemies. With the sword comes the duty to protect the royalty.

The Bandar are large, black apes towering over their fellow apes and monkeys. The colour of their caste is red, the color of blood and war. The Bandar is the warrior caste and although few in numbers, command much influence. The king and nobility are always Bandar. The axe is a weapon only used by the nobility. It is not a noble weapon, in of itself, like the sword, but with it comes the power to execute, a power of the nobility.
-->The Bandar are large, black apes towering over their fellow apes and monkeys. The colour of their caste is red, the colour of blood and war. The Bandar are the warrior caste and although few in number, command much influence. The king and nobility are always Bandar. The axe is a weapon only used by the nobility. It is not a noble weapon in of itself, like the sword, but with it comes the power to execute, a power of the nobility.

The White Ones are the highest of the castes. They are white furred Vanaras gifted with superior mental capabilities. White Ones are considered sacred and are the true lords of the kingdom. They are aloof and rarely concern themselves with matters of politics, but when they do, even the Bandar listen to their advice. Some White Ones choose a path of war, rather than philosophy. These fight as sacred warriors. The linen of their armor is white, but they wear a red piece of cloth to represent their choice of the martial path.
-->The White Ones are the highest of the castes. They are white-furred Vanara gifted with superior mental capabilities. White Ones are considered sacred and are the true lords of the kingdom. They are aloof and rarely concern themselves with matters of politics, but when they do, even the Bandar listen to their advice. Some White Ones choose a path of war rather than philosophy. These fight as sacred warriors. The linen of their armor is white, but they wear a red piece of cloth to represent their choice of the martial path.

Tiger Riders are White Ones raised in remote forest temples. During their upbringing, they are given tigers and are trained in warfare. In times of peace, the magnificent mounts are used in religious processions, but with the awakening of the God, they have been set to a more fitting task.
-->Tiger Riders are White Ones raised in remote forest temples. In the course of their upbringing, they are given tigers and are trained in warfare. In times of peace, their magnificent mounts are used in religious processions, but with the awakening of the God, they have been set to a more fitting task.

The White Ones are the highest of the castes. They are white furred Vanaras gifted with superior mental capabilities. They are aloof and rarely concern themselves with matters of politics, but when they do, even the Bandar listen to their advice. The Brahmin is a White One priest. When a White One dies, his soul might transmigrate. Depending on the actions of the white one, he will reincarnate in a lower or higher form of existence. Truly enlightened ones might become one with the awakening God.
-->The White Ones are the highest of the castes. They are white-furred Vanara gifted with superior mental capabilities. They are aloof and rarely concern themselves with matters of politics, but when they do, even the Bandar listen to their advice. A Brahmin is a White One priest. When a White One dies, his soul may transmigrate. Depending on the actions of the White One, he will reincarnate in a lower or higher form of existence. Truly enlightened ones might become one with the awakening God.

The White Ones are the highest of the castes. They are white furred Vanaras gifted with superior mental capabilities. They are aloof and rarely concern themselves with matters of politics, but when they do, even the Bandar listen to their advice. The Rishi is an ancient White One mage and philosopher. The Rishis are masters of astrology and skilled in nature magic. When a White One dies, his soul might transmigrate. Depending on the actions of the White One, he will reincarnate in a lower or higher form of existence. Truly enlightened ones might become one with the awakening God.
-->The White Ones are the highest of the castes. They are white-furred Vanara gifted with superior mental capabilities. They are aloof and rarely concern themselves with matters of politics, but when they do, even the Bandar listen to their advice. A Rishi is an ancient White One mage and philosopher. The Rishis are masters of astrology and skilled in Nature magic. When a White One dies, his soul may transmigrate. Depending on the actions of the White One, he will reincarnate in a lower or higher form of existence. Truly enlightened ones might become one with the awakening God.

The White Ones are the highest of the castes. They are white furred Vanaras, gifted with superior mental capabilities. They are aloof and rarely concern themselves with matters of politics, but when they do, even the Bandar listen to their advice. The Guru is a White One mage and philosopher, studying astrology and the path of nature. When a White One dies, his soul might transmigrate. Depending on the actions of the White One, he will reincarnate in a lower or higher form of existence. Truly enlightened ones might become one with the awakening God.
-->The White Ones are the highest of the castes. They are white-furred Vanara gifted with superior mental capabilities. They are aloof and rarely concern themselves with matters of politics, but when they do, even the Bandar listen to their advice. A Guru is a White One mage and philosopher studying astrology and the path of Nature. When a White One dies, his soul may transmigrate. Depending on the actions of the White One, he will reincarnate in a lower or higher form of existence. Truly enlightened ones might become one with the awakening God.

The White Ones are the highest of the castes. They are white furred Vanaras, gifted with superior mental capabilities. They are aloof and rarely concern themselves with matters of politics, but when they do, even the Bandar listen to their advice. The Yogi is a White One student of astrology. When a White One dies, his soul might transmigrate. Depending on the actions of the White One, he will reincarnate in a lower or higher form of existence. Truly enlightened ones might become one with the awakening God.
-->The White Ones are the highest of the castes. They are white-furred Vanara gifted with superior mental capabilities. They are aloof and rarely concern themselves with matters of politics, but when they do, even the Bandar listen to their advice. A Yogi is a White One student of astrology. When a White One dies, his soul may transmigrate. Depending on the actions of the White One, he will reincarnate in a lower or higher form of existence. Truly enlightened ones might become one with the awakening God.

The Bandar are large, black apes towering over their fellow apes and monkeys. The Bandar are the warrior caste and although few in numbers, command much influence. Bandar Warriors use maces and bucklers, but will also throw stones at enemies.
-->The Bandar are large, black apes towering over their fellow apes and monkeys. The Bandar are the warrior caste and although few in number, command much influence. Bandar warriors use maces and bucklers, but will also throw stones at enemies.

The Bandar are large, black apes towering over their fellow apes and monkeys. The colour of their caste is red, the color of blood and war. The Bandar are the warrior caste and although few in numbers, command much influence. Swords are considered the most noble of all weapons and are only given to warriors that have the right parents or have made themselves names as skilled warriors. To be given a sword is a sure way to advance in society and to get enemies. With the sword comes the duty to protect the Divine Yakshas.
-->The Bandar are large, black apes towering over their fellow apes and monkeys. The colour of their caste is red, the colour of blood and war. The Bandar are the warrior caste and although few in number, command much influence. Swords are considered the most noble of all weapons and are only given to warriors who have the right parents or have made themselves names as skilled warriors. To be given a sword is a sure way to advance in society and to get enemies. With the sword comes the duty to protect the Divine Yakshas.

A Yavana is a Yaksha warrior of the sacred Mount Kailasa. They are semi-divine beings gifted with Celestial Splendour that strikes lowly beings with awe. Their mystical powers have made them rulers over the Bandar Log and they are sacred to the monkey people. Yavanas are armed with a falchion and a buckler, or a long bow.
-->A Yavana is a Yaksha warrior of the sacred Mount Kailasa. They are semi-divine beings gifted with Celestial Splendour that strikes lowly beings with awe. Their mystical powers have made them rulers over the Bandar Log and they are sacred to the monkey people. Yavanas are armed either with a falchion and a buckler or a long bow.

Yakshas are semi-divine beings of the sacred Mount Kailasa. Their time has passed and the most powerful of them have left this world and entered the celestial spheres. The few that still linger on are the ones infatuated with the beauty of the wild and the riches of this world. They have bred and led the monkey people into servitude. Yakshas are gifted with Celestial Splendour that strikes lowly beings with awe. They are sacred to the monkey people. Yakshas are spirits of nature and are powerful earth mages.
-->Yakshas are semi-divine beings of the sacred Mount Kailasa. Their time has passed and the most powerful of them have left this world and entered the Celestial Spheres. The few who still linger on are the ones infatuated with the beauty of the wild and the riches of this world. They have bred and led the monkey people into servitude. Yakshas are gifted with Celestial Splendour that strikes lowly beings with awe. They are sacred to the monkey people. Yakshas are spirits of Nature and are powerful Earth mages.

Yakshinis are female Yakshas, semi-divine beings of the sacred Mount Kailasa. Their time has passed and the most powerful of them have left this world and entered the celestial spheres. The few that still linger on are the ones infatuated with the beauty of the wild and the riches of this world. They have bred and led the monkey people into servitude. Yakshinis are gifted with Celestial Splendour that strikes lowly beings with awe. They are sacred to the monkey people. Yakshinis often inhabit springs, lakes, and rivers and are powerful water mages.
-->Yakshinis are female Yakshas, semi-divine beings of the sacred Mount Kailasa. Their time has passed and the most powerful of them have left this world and entered the Celestial Spheres. The few who still linger on are the ones infatuated with the beauty of the wild and the riches of this world. They have bred and led the monkey people into servitude. Yakshinis are gifted with Celestial Splendour that strikes lowly beings with awe. They are sacred to the monkey people. Yakshinis often inhabit springs, lakes and rivers and are powerful Water mages.

The Bandar are large, black apes towering over their fellow apes and monkeys. The colour of their caste is red, the color of blood and war. The Bandar is the warrior caste and although few in numbers, command much influence. The rakshasas allow lesser Bandar kings to rule the monkey people. The axe is a weapon only used by the rajas. It is not a noble weapon, in of itself, like the sword, but with it comes the power to execute, a power of the king.
-->The Bandar are large, black apes towering over their fellow apes and monkeys. The colour of their caste is red, the colour of blood and war. The Bandar are the warrior caste and although few in number, command much influence. The Rakshasas allow lesser Bandar kings to rule the monkey people. The axe is a weapon only used by the Rajas. It is not a noble weapon in of itself, like the sword, but with it comes the power to execute, a power of the king.

The Bandar are large, black apes towering over their fellow apes and monkeys. The colour of their caste is red, the color of blood and war. The Bandar are the warrior caste and although few in numbers, command much influence. Swords are considered the most noble of all weapons and are only given to sacred warriors or generals. To be given a sword is a sure way to advance in society and to get enemies. With the sword comes the duty to protect the Kala-Mukha sorcerors and the Rakshasis.
-->The Bandar are large, black apes towering over their fellow apes and monkeys. The colour of their caste is red, the colour of blood and war. The Bandar are the warrior caste and although few in number, command much influence. Swords are considered the most noble of all weapons and are only given to sacred warriors or generals. To be given a sword is a sure way to advance in society and to get enemies. With the sword comes the duty to protect the Kala-Mukha sorcerers and the Rakshasis.

The Bandar are large, black apes towering over their fellow apes and monkeys. The colour of their caste is red, the color of blood and war. The Bandar is the warrior caste and although few in numbers, command much influence. The king and nobility are always Bandar. Most Bandar Warriors use maces.
-->The Bandar are large, black apes towering over their fellow apes and monkeys. The colour of their caste is red, the colour of blood and war. The Bandar are the warrior caste and although few in numbers command much influence. The king and nobility are always Bandar. Most Bandar Warriors use maces.

The Raktapatas or red robed monks, are the most common of the Lankan priests. They gather flesh for the Feasts, perform various sacrifices and serve the Rakshasas with administrative tasks. They are greatly feared by the cowed populace, as their presence probably means that a family member has been chosen for sacrifice or as main dish on a flesh feast.
-->Raktapatas, or red robed monks, are the most common of the Lankan priests. They gather flesh for the feasts, perform various sacrifices and serve the Rakshasas with administrative tasks. They are greatly feared by the cowed populace, as their presence probably means that a family member has been chosen for sacrifice or as main course for a flesh feast.

While the Bandar of Kailasa has been exempt from the practice of magic, the demons of Lanka have found a replacement for the white ones of Kailasa. The Yogini is a Bandar sorceress trained in the magic arts by a Kala-Mukha or Rakshasi. Yoginis rarely become powerful mages, but are quite common in the kingdom.
-->While the Bandar of Kailasa have been exempt from the practice of magic, the demons of Lanka have found a replacement for the White Ones of Kailasa. The Yogini is a Bandar sorceress trained in the magic arts by a Kala-Mukha or Rakshasi. Yoginis rarely become powerful mages, but are quite common in the kingdom.

The Kala-Mukhas, black faces, are the halfbreed offspring of a Rakshasi and a Bandar male. They have darker skin, bulging muscles and are sacred to the monkey people in Lanka. Most Kala-Mukhas are trained as priests and mages, but some are given martial training as sacred warriors.
-->The Kala-Mukhas, or black faces as they are sometimes called, are the halfbreed offspring of a Rakshasi and a Bandar male. They have dark skin and bulging muscles and are sacred to the monkey people of Lanka. Most Kala-Mukhas are trained as priests and mages, but some are given martial training as sacred warriors.

The Kala-Mukhas, black faces, are the halfbreed offspring of a Rakshasi and a Bandar male. They have darker skin, bulging muscles and are sacred to the monkey people in Lanka. Most Kala-Mukhas are trained as priest mages, but some are given martial training as sacred warriors. Kala-Mukha warriors wield great curved swords and don gilded armors. They have partial darkvision and huge appetites, legacies from their mothers.
-->The Kala-Mukhas, or black faces as they are sometimes called, are the halfbreed offspring of a Rakshasi and a Bandar male. They have dark skin and bulging muscles and are sacred to the monkey people of Lanka. Most Kala-Mukhas are trained as priest mages, but some are given martial training as sacred warriors. Kala-Mukha warriors wield great curved swords and don gilded armor. They have partial darkvision and huge appetites, a legacy of their mothers.

The Asara is a rakshasa, a demon ogre of Lanka. It has a monstrous appearence; one eye, elefantine ears, short legs and long ape like arms. It is incrediby strong and fight with spear and javelin. Asaras are sacred to the monkey people.
-->The Asara is a Rakshasa, a demon ogre of Lanka. It has a monstrous appearance: One eye, elefantine ears, short legs and long ape-like arms. It is incrediby strong and fights with spear and javelin. Asaras are sacred to the monkey people.

The Anusara is a rakshasa, a demon ogre of Lanka. It has a monstrous appearence with the head and legs of a donkey and the body of a muscular man with ape like arms. It is very strong and can run untiringly with great speed through the forests. Anusaras do not eat flesh and can survive on a diet of scrubs and leaves. Anusaras are sacred to the monkey people.
-->The Anusara is a Rakshasa, a demon ogre of Lanka. It has a monstrous appearance with the head and legs of a donkey and the body of a muscular man with ape-like arms. It is very strong and can run untiringly with great speed through the forests. Anusaras do not eat flesh and can survive on a diet of scrubs and leaves. Anusaras are sacred to the monkey people.

The Palankasha is a rakshasa, a demon ogre of Lanka. It has a monstrous appearence with the head and legs of a tiger and the body of a muscular man with ape like arms. The Palankashas are the most aggressive and violent of the Lankan rakshasas and have made themselves rulers and nobles. They use swords and armors. Palankashas are sacred to the monkey people.
-->The Palankasha is a Rakshasa, a demon ogre of Lanka. It has a monstrous appearance with the head and legs of a tiger and the body of a muscular man with ape-like arms. Palankashas are the most aggressive and violent of the Lankan Rakshasas and have made themselves rulers and nobles. They use swords and armor. Palankashas are sacred to the monkey people.

The Rakshasi is a female demon of Lanka. She appears as an ugly monster crone with black skin and protruding tusks. The Rakshasi is skilled in sorcery and is able to change shape into an alluring red headed Manushya Rakshasi. In Manushya shape the Rakshasi can only be revealed by her insatiable hunger. The Rakshasis sometimes mate with prominent Bandar kings and give birth to dark skinned Kala-Mukhas. The Rakshasi is a descendant of the Davanas and Daityas of ancient times and is vulnerable to fire.
-->The Rakshasi is a female demon of Lanka. She appears as an ugly monster crone with black skin and protruding tusks. The Rakshasi is skilled in sorcery and is able to change shape into an alluring redheaded Manushya Rakshasi. In Manushya shape the Rakshasi can only be revealed by her insatiable hunger. Rakshasis sometimes mate with prominent Bandar kings and give birth to dark skinned Kala-Mukhas. The Rakshasi is a descendant of the Davanas and Daityas of ancient times and is vulnerable to fire.

The Raksharaja is a Rakshasa King and ruler of the Lankan ogres. He appears as a monstrous ogre with the legs and horns of a bull and a massive ape-like body. He is a formidable warrior and powerful sorceror as well as a leader of the Lankan demon cult. He has a ravenous appetite and feasts upon men and monkeys. The Raksharaja is a descendant of the Davanas and Daityas of ancient times and is vulnerable to fire.
-->The Raksharaja is a Rakshasa King and ruler of the Lankan ogres. He appears as a monstrous ogre with the legs and horns of a bull and a massive ape-like body. He is a formidable warrior and powerful sorcerer as well as a leader of the Lankan Demon Cult. He has a ravenous appetite and feasts upon men and monkeys. The Raksharaja is a descendant of the Davanas and Daityas of ancient times and is vulnerable to fire.

Devasura is a fallen Devata. He was banished from the celestial sphere and stripped of his divine essence. Left without mystical powers, he has wandered the world in search of ways to regain his powers. Blocked from the astral sphere, he has been led to the study of blood magic. With the awakening of the God, he has returned to Kailasa in hope of redemption.
-->Devasura is a fallen Devata. He was banished from the Celestial Sphere and stripped of his divine essence. Left without mystical abilities, he has wandered the world in search of ways to regain his powers. Blocked from the Astral Sphere, he has been led to the study of Blood magic. With the awakening of the God, he has sought the Rakshasas of Lanka in a bid to regain that which he has lost.

Apsaras are divine nymphs that have left this world ages ago. They serve the celestial gods as untiring dancers and singers. They are sometimes summoned by the calls of the monkey people living on the sacred mountain, where the worlds lie closer. Apsaras are blessed with an Aura of Splendour that strikes mortals with awe.
-->Apsaras are divine nymphs that have left this world ages ago. They serve the Celestial Gods as untiring dancers and singers. They are sometimes summoned by the calls of the monkey people living on the sacred mountain where the worlds lie closer. Apsaras are blessed with an Aura of Splendour that strikes mortals with awe.

Gandharvas are divine warrior-musicians that left this world ages ago. They serve the celestial gods, but are sometimes summoned to this world by the monkey people living on the sacred mountain, where the worlds lie closer. Gandharvas are blessed with an Aura of Splendour that strikes mortals with awe.
-->Gandharvas are divine warrior-musicians that left this world ages ago. They serve the Celestial Gods, but are sometimes summoned to this world by the monkey people living on the sacred mountain where the worlds lie closer. Gandharvas are blessed with an Aura of Splendour that strikes mortals with awe.

The Kinnara is a divine being and musician of the spheres. It has the appearance of a winged horse-man robed in splendour that strikes mortals with awe.
-->The Kinnara is a divine being and a musician of the Spheres. It has the appearance of a winged horse-headed man robed in splendour that strikes mortals with awe.

The Siddha is a divine being that has achieved physical and mental perfection. It is an inhabitant of the celestial sphere, although it originated in this world, and rose to the heavens after enlightenment. The Siddha have four arms and is surrounded by an Aura of Splendour that strikes mortals with awe. Siddhas are powerful mages and priests. Siddhas are able to appear instantly where they want. They travel by Will and the Laws of Simultaneity.
-->The Siddha is a divine being that has achieved physical and mental perfection. It is an inhabitant of the Celestial Sphere, although it originated in this world and rose to the heavens after enlightenment. The Siddha has four arms and is surrounded by an Aura of Splendour that strikes mortals with awe. Siddhas are powerful mages and priests. Siddhas are able to appear instantly wherever they want. They travel by Will and the Laws of Simultaneity.

The Devata is a lesser god of the celestial sphere. Devatas once ruled parts of this world, but withdrew to the heavens ages ago. The Devata have a perfect body with four arms and blue skin. It is a powerful mage priest and a formidable warrior. The Devata is sacred to the monkey people.
-->The Devata is a lesser god of the Celestial Sphere. Devatas once ruled parts of this world, but withdrew to the heavens ages ago. The Devata has a perfect body with four arms and blue skin. It is a powerful mage-priest and a formidable warrior. The Devata is sacred to the monkey people.

The Devala is a personification of music and lesser god of the celestial sphere. The divine tunes of the Devalas once filled this world, but when the Devatas of Kailasa withdrew to the heavens the Devalsa followed and the world was made a duller place. The mere presence of a Devala will cause the divine music to once again permeate the world and increase the magic scale of a province. She is a powerful mage priest and is sacred.
-->The Devala is a personification of music and a lesser god of the Celestial Sphere. The divine tunes of the Devalas once filled this world, but when the Devatas of Kailasa withdrew to the heavens, the Devalas followed and the world was made a duller place. The mere presence of a Devala will cause the divine music to once again permeate the world and increase the Magic scale of a province. She is a powerful mage-priest and is sacred.

Ganas are ghostly warriors serving the Daityas of the nether realms. They can be summoned by dark magics and coerced into servitude.
-->Ganas are ghostly warriors serving the Daityas of the nether realms. They can be summoned by dark magic and coerced into servitude.

A Vetala is a malicious spirit who haunts graveyards and takes possession of corpses. They are sometimes coerced into servitude by sorcerers. Their touch can drive people mad.
-->Vetalas are malicious spirits that haunt graveyards and take possession of corpses. They are sometimes coerced into servitude by sorcerers. Their touch can drive people mad.

A dead bandar warrior reanimated by a Vetala. Should the corpse be destroyed the spirit emerges from the remains. If it survives the battle it reanimates a new corpse.
-->A dead Bandar warrior reanimated by a vetala. Should the corpse be destroyed, the spirit emerges from the remains. If it survives the battle it reanimates a new corpse.

The Pisacha is a Bandar ape cursed with insatiable hunger for flesh. It feasts on the dead and inhaits cemetaries. Pisachas seem to be more numerous in or near Lanka and it is likely that apes are coerced or lured to partake in cannibalistic feasts that forever curses them with the hunger. By eating the flesh of dead humans and apes, their bodies and minds decay and transform. Pale and putrescent, they follow armies to feed on the dead and the dying. The hands of a Pisacha are transformed into claws that stiffen the muscles of those wounded by it.
-->A pisacha is a Bandar ape cursed with insatiable hunger for flesh. It feasts on the dead and inhabits cemetaries. Pisachas seem to be more numerous in or near Lanka and it is likely that apes are coerced or lured to partake in cannibalistic feasts that forever curse them with the Hunger. As they eat the flesh of dead humans and apes, their bodies and minds decay and transform. Pale and putrescent, they follow armies to feed on the dead and the dying. The hands of a pisacha are transformed into claws that stiffen the muscles of those wounded by it.

A black skinned demon ogre of the wild forests. They feast on the flesh of monkeys and men and are greatly feared. Rakshasas have ravenous appetites and are best kept well fed. Most Rakshasas are found in the demon kingdom of Lanka, but some are summoned by unscrupulous monkey sorcerors. Rakshasa Warriors use heavy cudgels and scale armors. The Rakshasas are descendants of the Davanas and Daityas of ancient times and are vulnerable to fire.
-->A black-skinned demon ogre of the wild forests. It feasts on the flesh of monkeys and men and is greatly feared. Rakshasas have ravenous appetites and are best kept well fed. Most Rakshasas are found in the demon kingdom of Lanka, but some are summoned by unscrupulous monkey sorcerers. Rakshasa warriors use heavy cudgels and scale armor. The Rakshasas are descendants of the Davanas and Daityas of ancient times and are vulnerable to fire.

Asrapas, or blood drinkers, are female demonesses dancing into battle to feast on the blood of monkeys and men. They are red skinned horrors with magical athames that feed their users lust for blood and life. Asrapas becomes enraged at the loss of their own blood and rarely rout in battle.
-->Asrapas, or blood drinkers, are female demonesses dancing into battle to feast on the blood of monkeys and men. They are red-skinned horrors with magical athames that feed their users' lust for blood and life. Asrapas become enraged at the loss of their own blood and rarely rout in battle.

The Dakini is a blood thirsting apparition of vengeance from the nether realms. It is a sky dancer and a divine messenger banished to the nether realms in ages past for serving as divine acolytes of a blood thirsting pretender. They share their old mistress' appetites and can be summoned by sacrifice of innocents. Their flaying daggers are enchanted to drain the life of their victims. The Dakini is a powerful blood mage.
-->The Dakini is a bloodthirsty apparition of vengeance from the Nether Realms. It is a sky dancer and a divine messenger banished to the Nether Realms in ages past for serving as a divine acolyte of a blood-thirsting pretender. Dakinis share the appetites of their old mistress and can be summoned by the sacrifice of innocents. Their flaying daggers are enchanted to drain the life of their victims. The Dakini is a powerful Blood mage.

Praghasas, the gluttonous, are fat demon ogres of huge appetites. They eat several times as much as an ape and can only be summoned to a great feast of flesh. They fight with maces and rely mostly on their great strength.
-->Praghasas, the Gluttons, are fat demon ogres of huge appetites. They eat several times as much as an ape and can only be summoned to a great feast of flesh. They fight with maces and rely mostly on their great strength.

The Sandhyabalas, strong in twilight, are demon ogres of the night. They can only be summoned at dusk and their powers are greatest in darkness. Sandhyabalas are demon warriors of great reknown, but they are even more vulnerable to fire than other rakshasas. They wield magical moon blades that cause additional harm to magical beings.
-->Sandhyabalas, the ones strong in twilight, are demon ogres of the night. They can only be summoned at dusk and their powers are greatest in darkness. Sandhyabalas are demon warriors of great renown, but they are even more vulnerable to fire than other Rakshasas. They wield magical moon blades that cause additional harm to magical beings.

The Samanishadas, night walkers, are demon assassins of great reknown. They can only be summoned at dusk and their powers are greatest in darkness. They wield magical moon blades and dusk daggers that will cut through all armors.
-->The Samanishadas, Night Walkers, are demon assassins of great renown. They can only be summoned at dusk and their powers are greatest in darkness. They wield magical moon blades and dusk daggers that will cut through all forms of armor.

The Mandahas are huge and horrible rakshasas intent on one goal, and one goal only; to gobble up the sun and plunge the world into eternal slumber. As eternal enemies of the sun they are surrounded by perpetual darkness, for the rays of the sun fear them. The Mandahas are huge monstrous beings with great wings, horns and burning red eyes. Their hatred for the sun comes with a price. All fires recognizes them for what they are and will burn them severely. Anyone fighting with the Mandaha will soon suffer from its will to plunge the world into slumber and fall asleep.
-->Mandahas are huge and horrible Rakshasas intent on one goal and one goal only: To gobble up the sun and plunge the world into eternal slumber. As eternal enemies of the sun, they are surrounded by perpetual darkness, for the rays of the sun fear them. Mandahas are huge, monstrous beings with great wings, horns and burning red eyes. Their hatred for the sun comes with a price. All fires recognize them for what they are and will burn them severely. Anyone fighting with the Mandaha will soon suffer from its will to plunge the world into slumber and fall asleep.

The Davana is a demon titan of ancient times. After the great wars with the Devatas of Kailasa they were banished to the nether realms, where they made themselves kings. Now they have been summoned to serve the new God on its path to ascendancy. Davanas are vulnerable to fire since the war against the devatas in ancient times.
-->The Davana is a demon titan of ancient times. After the great wars with the Devatas of Kailasa they were banished to the Nether Realms where they made themselves kings. Now they have been summoned to serve the new God on its path to ascendancy. Davanas have been vulnerable to fire since the war against the Devatas in ancient times.

Nagas are semi-divine serpent beings of the nether world of Patala. They are sacred, can see in the dark, and breathe under water. They are sprung from the underworld and are skilled in metalworking and gemcrafting. Naga warriors don gilded armors set with gleaming jewels that shine in the dark.
-->Nagas are semi-divine serpent beings from the Nether World of Patala. They are sacred, can see in the dark and breathe underwater. They are sprung from the Underworld and are skilled in metalworking and gemcrafting. Naga warriors don gilded armor set with gleaming jewels that shine in the dark.

The Nagini is a Naga princess from the jeweled city of Patala. She is able to change her shape and wander the land of humans unnoticed. Naginis in human shape are strikingly beautiful and many young men have given up their comfortable lives to follow a Nagini into the underworld. The Nagini can use their powers of seduction to lure generals from their masters and priests from their god. The Naginis are also skilled water mages. In Naga shape their skill in water magic is enhanced.
-->The Nagini is a Naga princess from the Jeweled City of Patala. She is able to change her shape and wander the lands of humans unnoticed. Naginis in human shape are strikingly beautiful and many young men have given up their comfortable lives to follow a Nagini into the Underworld. Naginis can use their powers of seduction to lure generals from their masters and priests from their god. Naginis are also skilled Water mages. In Naga shape their skill in Water magic is enhanced.

Nagarajas, Naga kings, are the rulers of the jeweled city of Patala. They are skilled generals and powerful mages and priests. They often take the shape of a Gandharva when leading mundane armies. If killed in Gandharva shape, they revert to their serpent form and fight on. Nagarajas in naga shape have their skills in water magic increased.
-->Nagarajas, Naga kings, are the rulers of the Jeweled City of Patala. They are skilled generals and powerful mages and priests. They often take the shape of a Gandharva when leading mundane armies. If killed in Gandharva shape, they revert to their serpent form and fight on. Nagarajas in Naga shape have their skills in Water magic increased.

Nagarishis are sages of considerable power living in the jeweled city of Patala. They often take the shape of a Yaksha when traveling in the sunlit world. If killed in Yaksha shape, they revert to their serpent form and fight on. Nagarishis in naga shape have their skills in water magic increased.
-->Nagarishis are sages of considerable power living in the Jeweled City of Patala. They often take the shape of a Yaksha when traveling in the sunlit world. If killed in Yaksha shape, they revert to their serpent form and fight on. Nagarishis in Naga shape have their skills in Water magic increased.

Ashigaru are light infantry levied from the peasant population of Jomon. They are armed with long two-handed spears and don light scale armors and war hats. The hats are made of iron and used to cook rice when not worn.
-->Ashigaru are light infantry levied from the peasant population of Jomon. They are armed with long two-handed spears and don light scale armor and war hats. The hats are made of iron and used to cook rice when not worn.

The Ronin is a masterless Samurai. Misfortune, shame, or the death of their liege lord has left them outside society at large. With the coming of the new lord, the Ronin have found a means to redeem themselves.
-->Ronin are masterless samurai. Misfortune, shame, or the death of their liege lord has left them outside society at large. With the coming of the new lord, the ronin have found a means to redeem themselves.

Jomon is a strictly hierarchial feudal society. A Samurai is a noble warrior serving a Jomonese warlord. While most Samurai use swords, there are some who prefer to use pole arms.
-->Jomon is a strictly hierarchical feudal society. A samurai is a noble warrior serving a Jomonese warlord. While most samurai use swords, there are some who prefer to use pole arms.

Horses are not very common in the mountainous regions of Jomon, and the cavalry is not well developed. Horses are more used as a means of transport and status. Still the Samurai cavalry of Jomon are to be reckoned with.
-->Horses are not very common in the mountainous regions of Jomon and the cavalry is not well developed. Horses are used more as a means of transport and status. The samurai cavalry of Jomon are still a force to be reckoned with.

The long bow is a favoured weapon in Jomon. Many Samurai are as skilled in archery as they are in swordplay. Samurai archers use long bows of asymmetrical design.
-->The longbow is a favoured weapon in Jomon. Many samurai are as skilled in archery as they are in swordplay. Samurai archers use longbows of asymmetrical design.

The great guard are heavily armed, elite Samurai.
-->The great guard are heavily armed, elite samurai.

Go-hatamoto are high ranking Samurai that have given up temporal power to serve their Daimyo as body guards. They wield great field swords and don heavy Samurai armor.
-->Go-hatamoto are high ranking samurai who have given up temporal power to serve their Daimyo as bodyguards. They wield great field swords and don heavy samurai armor.

In the Siege of the Sacred City, the besieging forces summoned Red Devils to break down the walls and ravage the city. A company of Samurai, led by Hashi Saburo painted their armors red and snuck out during the night and butchered the sorcerors summoning the devils. The besieging forces thought that the devils had turned on their masters and were swiftly routed. The cavalry of the city was released and the besieging army was butchered to the last man. After this feat Hashi's company took the name of the Red Devils. They are among the most well known and feared of the units at Jomons disposal.
-->In the Siege of the Sacred City, the besieging forces summoned Red Devils to break down the walls and ravage the city. A company of samurai led by Hashi Saburo painted their armor red and snuck out during the night and butchered the sorcerers summoning the devils. The besieging forces thought that the devils had turned on their masters and were swiftly routed. The cavalry of the city was released and the besieging army was butchered to the last man. After this feat, Hashi's company took the name of the Red Devils. They are among the most well known and feared of the units at Jomon's disposal.

Gokenin are the lowest rank of vassal Samurai. They command smaller contingents of their Daimyo's armies. They are sometimes mounted.
-->Gokenin are the lowest rank of vassal samurai. They command smaller contingents of their Daimyo's armies. They are sometimes mounted.

Hatamoto are wealthy vassal Samurai. They command larger contingents of their Daimyo's armies.
-->Hatamoto are wealthy vassal samurai. They command larger contingents of their Daimyo's armies.

The Daimyo is a Samurai warlord. Before the coming of the new god, Jomon was torn between warring Daimyos, but now the warlords have turned their attention and armies to other lands.
-->A Daimyo is a samurai warlord. Before the coming of the new God, Jomon was torn between warring Daimyos, but now the warlords have turned their attention and armies toward other lands.

The Ninja is a Jomonese assassin. Before the coming of the new god, they were used by Daimyos in their constant wars. Now they serve the nation with their remarkable skills.
-->Ninjas are Jomonese assassins. Before the coming of the new God, they were used by Daimyos in their constant wars. Now they serve the nation with their remarkable skills.

The Shugenja is a mountain ascetic and a practitioner of Jomonese magic. They are heavily influenced by T'ien Ch'i magic of the Way of the Five Elements, but few are as skilled as the T'ien Ch'i masters.
-->Shugenjas are mountain ascetics and practitioners of Jomonese magic. They are heavily influenced by the T'ien Ch'i magic of the Way of the Five Elements, but few are as skilled as the T'ien Ch'i masters.

The Onmyo-ji is an ancient practitioner of Onmyo astrology. When man came to the land of the Bakemono, they brought with them a magic tradition based on astrology and the Way of the Five Elements. The Onmyo-ji are the last of these diviners. The few remaining Onmyo-ji have mastered their own mortality and have lived for centuries. The Onmyo-ji are not truly immortal and are reluctant to join armies where their long lives might end prematurely.
-->An Onmyo-ji is an ancient practitioner of Onmyo astrology. When men came to the land of the Bakemono, they brought with them a magical tradition based on astrology and the Way of the Five Elements. The Onmyo-ji are the last of these diviners. The few remaining Onmyo-ji have mastered their own mortality and lived for centuries. The Onmyo-ji are not truly immortal and are reluctant to join armies where their long lives might end prematurely.

The Kannushi is a high priest of a Jomonese shrine. Since the coming of the new god, they have been known to join armies. Some rare Kannushi have some skills in magic.
-->The Kannushi is the high priest of a Jomonese shrine. Since the coming of the new God, they have been known to join armies. Some rare Kannushi have some skills in magic.

The Sohei are sacred warrior monks and guardians of the Temple of Pure War. They are skilled warriors known for their outstanding devotion. They resent the Yamabushi for being undisciplined and selfish. Sohei rarely fight alongside Yamabushi.
-->Sohei are sacred warrior monks and guardians of the Temple of Pure War. They are skilled warriors known for their outstanding devotion. They resent the Yamabushi for being undisciplined and selfish. Sohei rarely fight alongside Yamabushi.

Yamabushi are ascetic warrior monks of the sacred mountain. Enlightenment is found through the study and contemplation of oneself. This might include heavy drinking and unsavory behavior. The practice of martial arts is a means to perfection of body and mind and the Yamabushi are among the most skilled warriors in all of Jomon. Yamabushi live in isolation in search for enlightenment. Therefore they rarely fight in armies and are not as disciplined as the Sohei warrior monks. Some even consider them cowardly.
-->Yamabushi are ascetic warrior monks of the sacred mountain. Enlightenment is found through the study and contemplation of oneself. This might include heavy drinking and unsavory behavior. The practice of martial arts is a means to perfection of body and mind and the Yamabushi are among the most skilled warriors in all of Jomon. Yamabushi live in isolation in search for enlightenment. Therefore they rarely fight in armies and are not as disciplined as the Sohei warrior monks. Some even consider them cowardly.

Hashi Saburo is the legendary leader of the Aka-oni Samurai company. Saburo and his companions painted their armors red and tricked their enemies to believe that thy were Red Devils of the night. His bravery and cunning is widely known and his company is almost fanatically loyal. Hashi Saburo wears a red demon mask that has been enchanted by a powerful Shugenja to induce fear in enemy troops.
-->Hashi Saburo is the legendary leader of the Aka-oni Samurai company. Saburo and his companions painted their armor red and tricked their enemies to believe that they were Red Devils of the night. His bravery and cunning is widely known and his company is almost fanatically loyal. Hashi Saburo wears a red demon mask that has been enchanted by a powerful shugenja to induce fear in enemy troops.

Ryutaro is the son of the Dragon King of the Eastern Sea and his mother is the daughter of a simple fisher man. When he grew up, it became evident that he had no mortal father. He was stronger, brighter and more skilled than the other villagers. When he slew a Samurai threatening his mother, he was hunted by the local Daimyo. He fled by boat, but was intercepted and thrown into the sea. But, he didn't drown. Instead, he was taken to his fathers abode and taught his true legacy. He has since returned from the sea as his father's ambassador. Ryutaro wields enchanted armaments given him by his father. He is skilled in water magic and can bring an entire legion with him into the sea.
-->Ryutaro is the Son of the Dragon King of the Eastern Sea and his mother is the daughter of a simple fisher man. When he grew up, it became evident that he had no mortal father. He was stronger, brighter and more skilled than the other villagers. When he slew a samurai threatening his mother, he was hunted by the local Daimyo. He fled by boat, but was intercepted and thrown into the sea. But he didn't drown. Instead, he was taken to his father's abode and taught his true legacy. He has since returned from the sea as his father's ambassador. Ryutaro wields enchanted armaments given him by his father. He is skilled in Water magic and can bring an entire legion with him into the sea.

The Oni are ruled by mighty demon kings from the netherworld. They are huge and command vast magical powers. They rule by fear and swift arbitrary justice, rather than skill, and their lands are often torn by civil wars and uprisings. This matters little, as Onis are almost immortal. The Oni kings delight in warfare and are often found in the front ranks of their armies butchering enemies. Dai Oni are violent and rather thick headed. While magically powerful, they are not clever enough to be good researchers. Unscrupulous human sorcerers are given gold and magical power in return for their services. Oni are demons and don't need to eat. However, they have tremendous appetites and like to eat, and their human servants are often left starving if food is scarce. Oni are almost immortal. If their body is slain their spirit will survive. If the spirit is not slain or banished as well, it will reform a new body over time. Oni are demons and can be banished. Their residual spirit form is a ghost and can be banished as well.
-->The Oni are ruled by mighty demon kings from the Netherworld. They are huge and command vast magical powers. They rule by fear and swift arbitrary justice rather than skill and their lands are often torn by civil wars and uprisings. This matters little, as Oni are almost immortal. The Oni Kings delight in warfare and are often found in the front ranks of their armies butchering enemies. Dai Oni are violent and rather thick headed. While magically powerful, they are not clever enough to be good researchers. Unscrupulous human sorcerers are given gold and magical power in return for their services. Oni are demons and don't need to eat. However, they have tremendous appetites and like to eat and their human servants are often left starving if food is scarce. Oni are almost immortal. If their body is slain, their spirit will survive. If the spirit is not slain or banished as well, it will reform a new body over time. Oni are demons and can be banished. Their residual spirit form is a ghost and can be banished as well.

Oni of exceptional strength and power are given heavy armors and positions as generals by their kings. The Oni General is always guarded by three wolves and as soon as an enemy approaches they will appear. Oni are demons and don't need to eat. However, they have tremendous appetites and like to eat, and their human servants are often left starving if food is scarce. Oni are almost immortal. If their body is slain their spirit will survive. If the spirit is not slain or banished as well, it will reform a new body over time. Oni are demons and can be banished. Their residual spirit form is a ghost and can be banished as well.
-->Oni of exceptional strength and power are given heavy armor and positions as generals by their kings. An Oni General is always guarded by three wolves and as soon as an enemy approaches they will appear. Oni are demons and don't need to eat. However, they have tremendous appetites and like to eat and their human servants are often left starving if food is scarce. Oni are almost immortal. If their body is slain, their spirit will survive. If the spirit is not slain or banished as well, it will reform a new body over time. Oni are demons and can be banished. Their residual spirit form is a ghost and can be banished as well.

Ko-Oni are small, mischievous demons from the wild mountains of Yomi. They are ugly and wild, with staring eyes, unkempt red hair, and pot-bellies. They have clawed feet, fangs and porcine faces. Most oni dress in tiger skins and wield clubs. Oni are demons and don't need to eat. However, they have tremendous appetites and like to eat, and their human servants are often left starving if food is scarce. Oni are almost immortal. If their body is slain their spirit will survive. If the spirit is not slain or banished as well, it will reform a new body over time. Oni are demons and can be banished. Their residual spirit form is a ghost and can be banished as well.
-->Ko-Oni are small, mischievous demons from the wild mountains of Yomi. They are ugly and wild, with staring eyes, unkempt red hair and pot-bellies. They have clawed feet, fangs and porcine faces. Most Oni dress in tiger skins and wield clubs. Oni are demons and don't need to eat. However, they have tremendous appetites and like to eat and their human servants are often left starving if food is scarce. Oni are almost immortal. If their body is slain, their spirit will survive. If the spirit is not slain or banished as well, it will reform a new body over time. Oni are demons and can be banished. Their residual spirit form is a ghost and can be banished as well.

Ao-Oni are short, green skinned demons from the snow covered mountains of Yomi. They are ugly and wild, with staring eyes, unkempt red hair, and pot-bellies. They have clawed feet, fangs and porcine faces. Ao-oni dress in tiger skins and wield clubs. Ao-oni, like most Oni, are minor magicians and can project the cold of their mountain on enemies within reach. Oni are demons and don't need to eat. However, they have tremendous appetites and like to eat, and their human servants are often left starving if food is scarce. Oni are almost immortal. If their body is slain their spirit will survive. If the spirit is not slain or banished as well, it will reform a new body over time. Oni are demons and can be banished. Their residual spirit form is a ghost and can be banished as well.
-->Ao-Oni are short, green-skinned demons from the snow-covered mountains of Yomi. They are ugly and wild, with staring eyes, unkempt red hair and pot-bellies. They have clawed feet, fangs and porcine faces. Ao-oni dress in tiger skins and wield clubs. Ao-oni, like most Oni, are minor magicians and can project the cold of their mountain on enemies within reach. Oni are demons and don't need to eat. However, they have tremendous appetites and like to eat and their human servants are often left starving if food is scarce. Oni are almost immortal. If their body is slain, their spirit will survive. If the spirit is not slain or banished as well, it will reform a new body over time. Oni are demons and can be banished. Their residual spirit form is a ghost and can be banished as well.

Aka-Oni are short, red skinned demons from the wild mountains of Yomi. They are ugly and wild, with staring eyes, unkempt red hair, and pot-bellies. They have clawed feet, fangs and porcine faces. Aka-oni dress in tiger skins and wield clubs. Aka-oni, like most Oni, are minor magicians and can throw flames on their enemies. Oni are demons and don't need to eat. However, they have tremendous appetites and like to eat, and their human servants are often left starving if food is scarce. Oni are almost immortal. If their body is slain their spirit will survive. If the spirit is not slain or banished as well, it will reform a new body over time. Oni are demons and can be banished. Their residual spirit form is a ghost and can be banished as well.
-->Aka-Oni are short, red-skinned demons from the wild mountains of Yomi. They are ugly and wild, with staring eyes, unkempt red hair and pot-bellies. They have clawed feet, fangs and porcine faces. Aka-oni dress in tiger skins and wield clubs. Aka-oni, like most Oni, are minor magicians and can throw flames on their enemies. Oni are demons and don't need to eat. However, they have tremendous appetites and like to eat and their human servants are often left starving if food is scarce. Oni are almost immortal. If their body is slain, their spirit will survive. If the spirit is not slain or banished as well, it will reform a new body over time. Oni are demons and can be banished. Their residual spirit form is a ghost and can be banished as well.

Oni are demons from the wild mountains of Yomi. They are ugly and wild with staring eyes, unkempt red hair, and pot-bellies. They have clawed feet, fangs and porcine faces. Oni dress in tiger skins and wield huge swords and carry javelins. Oni are demons and don't need to eat. However, they have tremendous appetites and like to eat, and their human servants are often left starving if food is scarce. Oni are almost immortal. If their body is slain their spirit will survive. If the spirit is not slain or banished as well, it will reform a new body over time. Oni are demons and can be banished. Their residual spirit form is a ghost and can be banished as well.
-->Oni are demons from the wild mountains of Yomi. They are ugly and wild, with staring eyes, unkempt red hair and pot-bellies. They have clawed feet, fangs and porcine faces. Oni dress in tiger skins and wield huge swords and carry javelins. Oni are demons and don't need to eat. However, they have tremendous appetites and like to eat and their human servants are often left starving if food is scarce. Oni are almost immortal. If their body is slain, their spirit will survive. If the spirit is not slain or banished as well, it will reform a new body over time. Oni are demons and can be banished. Their residual spirit form is a ghost and can be banished as well.

Kuro-Oni are black skinned demons from the wild mountains of Yomi. They are ugly and wild, with staring eyes, unkempt red hair and pot-bellies. They have clawed feet and fangs. They dress in tiger skins and wield huge swords. Kuro-oni, like most Oni, are minor magicians and can throw flames and poison at their enemies. Oni are demons and don't need to eat. However, they have tremendous appetites and like to eat, and their human servants are often left starving if food is scarce. Oni are almost immortal. If their body is slain their spirit will survive. If the spirit is not slain or banished as well, it will reform a new body over time. Oni are demons and can be banished. Their residual spirit form is a ghost and can be banished as well.
-->Kuro-Oni are black-skinned demons from the wild mountains of Yomi. They are ugly and wild, with staring eyes, unkempt red hair and pot-bellies. They have clawed feet and fangs. They dress in tiger skins and wield huge swords. Kuro-oni, like most Oni, are minor magicians and can throw flames and poison at their enemies. Oni are demons and don't need to eat. However, they have tremendous appetites and like to eat and their human servants are often left starving if food is scarce. Oni are almost immortal. If their body is slain, their spirit will survive. If the spirit is not slain or banished as well, it will reform a new body over time. Oni are demons and can be banished. Their residual spirit form is a ghost and can be banished as well.

Oni are almost immortal. If their body is slain, their spirit will survive. If the spirit is not slain or banished as well, it will reform a new body over time. Oni spirits are ghosts and can be banished.
-->Oni are almost immortal. If their body is slain, their spirit will survive. If the spirit is not slain or banished as well, it will reform a new body over time. Oni spirits are ghosts and can be banished.

The Demon General is a human general that serves the Oni Kings by coercion or free will. Oni are powerful, but not very bright, so human tacticians are needed if the Oni kings are to conquer the world. The Demon Generals are given dark powers to command demons and the dead. As they are invaluable, they are given armors that the Oni themselves, rarely use.
-->A Demon General is a human general who serves the Oni Kings by coercion or free will. Oni are powerful, but not very bright, so human tacticians are needed if the Oni Kings are to conquer the world. Demon Generals are given dark powers to command demons and the dead. As they are invaluable, they are given armor that the Oni themselves rarely use.

The Demon Priest is a human priest that worships the demons of the Underworld and serve the Oni Kings in return for gifts, slaves, or promises of power.
-->A Demon Priest is a human priest who worships the demons of the Underworld and serve the Oni Kings in return for gifts, slaves or promises of power.

A dark magician that has chosen to serve an Oni king to gain power. Oni are powerful mages, but not very bright, so human mages are needed to research spells of power for the Oni kings to use on the battle field.
-->A dark magician who has chosen to serve an Oni King to gain power. Oni are powerful mages, but not very bright, so human mages are needed to research spells of power for the Oni Kings to use on the battlefield.

Bandits and other unscrupulous individuals sometimes side with the Oni or Bakemono kings for greed or fear. They use armors they take from their victims as their masters rarely have the patience to craft good armors.
-->Bandits and other unscrupulous individuals sometimes side with Oni or Bakemono Kings out of greed or fear. They use armor taken from their victims, as their masters rarely have the patience to craft good armor.

Masatora was a formidable and cruel general in life. He served the Oni Kings and was given great powers. Masatora became instrumental to the plans of the Master of the Shadow Blossom. When Masatora was murdered in his sleep, the armies of the Oni Kings were in disarray and the Master of the Shadow Blossom decided that Masatora's death was not an option. He traveled into the Underworld and somehow succeeded in convincing the dark rulers to let Masatora go. Now the Ghost General once again serves the Oni Kings with his formidable skills.
-->Masatora was a formidable and cruel general in life. He served the Oni Kings and was given great power. Masatora became instrumental to the plans of the Master of the Shadow Blossom. When Masatora was murdered in his sleep, the armies of the Oni Kings were left in disarray and the Master of the Shadow Blossom decided that Masatora's death was not an option. He traveled into the Underworld and somehow succeeded in convincing the dark rulers to let Masatora go. Now the Ghost General once again serves the Oni Kings with his formidable skills.

Kurofumi is an ancient sorcerer and practitioner of dark magics. He has traveled into Yomi and entered the Underworld at several occasions, and is reputed to be the one that brought the demons into this world. Kurofumi encourages the Oni wars and planned the Oni conquest from the palaces of the Oni Kings. With the Oni Kings occupied in this world he plans to rise in power in the Underworld and become a ruler of the dark lands. Kurofumi is the master of the Shadow Blossom and anyone hurting him will suffer from blindness. His long exposure to the powers of the Underworld has infused him with demonic strength. He can be banished by priests, a fact he is unaware of.
-->Kurofumi is an ancient sorcerer and practitioner of dark magic. He has traveled into Yomi and entered the Underworld on several occasions and is reputed to be the one who brought the demons into this world. Kurofumi encourages the Oni wars and planned the Oni conquest from the palaces of the Oni Kings. With the Oni Kings occupied in this world, he plans to rise in power in the Underworld and become a ruler of the dark lands. Kurofumi is the Master of the Shadow Blossom and anyone hurting him will suffer from blindness. His long exposure to the powers of the Underworld has infused him with demonic strength. He can be banished by priests, a fact he is unaware of.

Tsunekage is one of the most ruthless of the demon generals of Yomi. To impress his subjects he has adopted cannibalistic practices and has eaten the hearts of several insubordinate Onis. This has given him quite some fame among the Oni. Eating Oni hearts has had unforeseen effects on his young body and Tsunekage is now stronger than ever, and his body regenerates wounds at impossible speed.
-->Tsunekage is one of the most ruthless of the Demon Generals of Yomi. To impress his subjects, he has adopted cannibalistic practices and has eaten the hearts of several insubordinate Oni. This has given him quite some fame among the Oni. Eating Oni hearts has had unforeseen effects on his young body and Tsunekage is now stronger than ever and his body regenerates wounds at impossible speed.

Bakemonos are ghostly goblins of the mountain realms of Yomi and Shinuyama. The smallest of them are the Bakemono-sho, ugly, warty, and brute. They were slaves under the Onis of Yomi and their position did not much change with the coming of the Bakemono kings, they are still at the bottom of their tribal society. They use crude weapons and armors. After the disappearance of the Oni, the Bakemonos have adopted human weapon craft and the Bakemono of Shinuyama use better armaments.
-->Bakemono are ghostly goblins of the mountain realms of Yomi and Shinuyama. The smallest of them are the Bakemono-sho, ugly, warty and brutal. They were slaves under the Oni of Yomi and their position did not much change with the coming of the Bakemono Kings. They are still at the bottom of their tribal society. They use crude weapons and armor. After the disappearance of the Oni, the Bakemono have adopted human weaponcraft and the Bakemono of Shinuyama use better armaments.

The Dai Bakemono is to the other Bakemonos what a Samurai is to the Jomon peasantry. As proud warriors and generals of remarkable martial skills they lead the armies of Shinuyama in the conquest of the lesser realms. The Dai Bakemono use heavy armors and weapons.
-->A Dai Bakemono is to the other Bakemono what a Samurai is to the Jomon peasantry. As proud warriors and generals of remarkable martial skills, they lead the armies of Shinuyama in the conquest of lesser realms. Dai Bakemono use heavy armor and weapons.

The O-Bakemono is a huge, lumbering troll-like Bakemono of great strength, but questionable wits. They use heavy clubs and dress in furs and filth.
-->O-Bakemono are huge, lumbering, troll-like Bakemono of great strength, but questionable wits. They use heavy clubs and dress in furs and filth.

The Bakemono are ruled by the strongest and most ruthless of their kin. A Dai Bakemono that has made himself feared might become a leader and general of the warring Bakemono tribes.
-->Bakemono are ruled by the strongest and most ruthless of their kin. A Dai Bakemono who has made himself feared might become a leader and general of the warring Bakemono tribes.

A priest, hedge wizard, and leader of the cruel cult of the Bakemono-sho. The Shamen adorn themselves with feathers, metal trinkets, and bones of dead kin. Bakemono Shamen are stealthy and sometimes lead their kin into enemy lands to pillage and plunder.
-->A priest, hedge wizard and leader of the cruel cult of the Bakemono-sho. The shamans adorn themselves with feathers, metal trinkets and the bones of dead kin. Bakemono shamans are stealthy and sometimes lead their kin into enemy lands to pillage and plunder.

Some Dai Bakemono sequester themselves to study the art of magic instead of war. Old and wise these Bakemono are revered and leads the wild and bloody cult of the Bakemono. The sorcerers of Shinuyama have found the means to summon Onis and coerce them into doing their bidding.
-->Some Dai Bakemono sequester themselves to study the art of magic instead of war. Old and wise, these Bakemono are revered and lead the wild and bloody cult of the Bakemono. The sorcerers of Shinuyama have found the means to summon Oni and coerce them into doing their bidding.

The Bakemono Kunshu or Bakemono King is an ancient Bakemono that has mastered magic and cheated death itself. During his search for sorcerous knowledge he has discovered the means to hide his own mortality outside his body. Now he has little to fear from the weapons of men and is leading the Bakemono of Shinuyama against the world.
-->The Bakemono Kunshu or Bakemono King is an ancient Bakemono who has mastered magic and cheated death itself. During his search for sorcerous knowledge, he has discovered the means to hide his own mortality outside his body. Now he has little to fear from the weapons of men and leads the Bakemono of Shinuyama against the world.

Ubas are malicious old witches that have sided with the Bakemonos. They have some skills in dark magic and coat their daggers in poison. They are able to take the form of a great black cat when in danger. When in cat shape they lose much of their magical abilities.
-->Ubas are malicious old witches who have sided with the Bakemono. They have some skills in dark magic and coat their daggers in poison. They are able to take the form of a great black cat when in danger. They lose much of their magical abilities while in cat shape.

Shuten-doji are mortal vampires of Shinuyama. They appear as tall, old men with fangs and claws, dressed in robes. Shuten-doji can produce enticing music with their flutes. They use this power to make visitors fall asleep so they can feast on their blood. Shuten-doji are feared by most Bakemono and the Bakemono kings use them as commanders of their armies. In battle they use their enticing flutes to defend themselves from would be attackers. Shuten-doji are not undead and cannot be banished by priests.
-->Shuten-doji are mortal vampires of Shinuyama. They appear as tall old men with fangs and claws, dressed in robes. Shuten-doji can produce enticing music with their flutes. They use this power to make visitors fall asleep so they can feast on their blood. Shuten-doji are feared by most Bakemono and the Bakemono Kings use them as commanders of their armies. In battle they use their enticing flutes to defend themselves from would-be attackers. Shuten-doji are not undead and cannot be banished by priests.

Yukinaga is a Dai Bakemono of remarkable talents. He began his career as a bodyguard of Yamafumi, the Eternal, an ancient and powerful bakemono sorcerer. He accompanied the sorcerer at all times. Yukinaga stood watch as bakemono from near and far came to the sorcerer searching for advice. With time the ancient sorcerer came to trust the bodyguard, and Yukinaga was greatly rewarded. At first he was given magical training, but with time greater gifts were revealed to him. The sorcerer accidentally gave Yukinaga the greatest gift of all, eternal life. THe ancient Yamafumi had discovered the means to hide his heart and his mortality. This knowledge he unwittingly revealed to Yukinaga who found and pierced his masters heart. Yukinaga hid his own mortality, slew seven bakemono generals and claimed lordship over their tribes. He is now the most feared bakemono general in the realm, skilled in battle and magic, and immortal.
-->Yukinaga is a Dai Bakemono of remarkable talents. He began his career as a bodyguard of Yamafumi the Eternal, an ancient and powerful Bakemono sorcerer. He accompanied the sorcerer at all times. Yukinaga stood watch as Bakemono from near and far came to the sorcerer searching for advice. With time, the ancient sorcerer came to trust the bodyguard and Yukinaga was greatly rewarded. At first he was given magical training, but with time greater gifts were revealed to him. The sorcerer accidentally gave Yukinaga the greatest gift of all, eternal life. THe ancient Yamafumi had discovered the means to hide his heart and his mortality. This knowledge he unwittingly revealed to Yukinaga who found and pierced his masters heart. Yukinaga hid his own mortality, slew seven Bakemono generals and claimed lordship over their tribes. He is now the most feared Bakemono general in the realm, skilled in battle and magic and immortal.

The Kappa is a scaled humanoid with a turtle shell on its back. It is a water being and haunts rivers and wild coasts. The Kappa has a water filled depression on the top of its head. If this water is spilled, it looses its strength. In battles on dry land the Kappa will gain fatigue until unconscious. It is also a master of koppo, the bone breaking technique. The Kappa is also able to mend broken bones.
-->The Kappa is a scaled humanoid with a turtle shell on its back. It is a water being and haunts rivers and wild coasts. The Kappa has a water filled depression on the top of its head. If this water is spilled, it loses its strength. In battles on dry land, the Kappa will gain fatigue until unconscious. It is also a master of koppo, the bone breaking technique. The Kappa is also able to mend broken bones.

The Karasu Tengu is a sacred being of the wild and the winds. It has the appearance of a man with the head, wings and feet of a crow. It is a mischievous being and often harass humans that dare pass beneath their nests. Tengu are masters of swordsmanship and legends tell of heroes that have been trained by Tengu swordsmasters. All Tengu have powers over the winds and weather, and can fly during storms and unleash lightning upon their enemies.
-->The Karasu Tengu is a sacred being of the wild and the winds. It has the appearance of a man with the head, wings and feet of a crow. Tengu are mischievous beings and often harass humans that dare pass beneath their nests. They are masters of swordsmanship and legends tell of heroes who have been trained by Tengu swordsmasters. All Tengu have power over the winds and weather and can fly during storms and unleash lightning upon their enemies.

The Konoha Tengu is a sacred being of the mountain winds. It has the appearance of a man with a very long red nose and the wings of a crow. It is more civilized then the Karasu Tengu. While not as skilled as the Karasu Tengu, the Konoha Tengu is still a formidable swordsman. All Tengu have powers over the winds and weather, and can fly during storms and unleash lightning upon their enemies.
-->The Konoha Tengu is a sacred being of the mountain winds. It has the appearance of a man with a very long red nose and the wings of a crow. It is more civilized then the Karasu Tengu. While not as skilled as the Karasu Tengu, the Konoha Tengu is still a formidable swordsman. All Tengu have power over the winds and weather and can fly during storms and unleash lightning upon their enemies.

The Tengu warrior is a Konoha Tengu in service of a Tengu king. It is armed in samurai armor. Like all Tengus,it is able to fly during storms.
-->The Tengu warrior is a Konoha Tengu in service of a Tengu King. It is clad in samurai armor. Like all Tengu, it is able to fly during storms.

The Dai Tengu or Tengu king is the ruler of a secluded mountain valley inhabited by Tengus. It is a powerful wind crafter and priest.
-->The Dai Tengu or Tengu king is the ruler of a secluded mountain valley inhabited by Tengu. It is a powerful wind crafter and priest.

The Nushi is a swamp spirit. It has the appearance of a withered old crone, but takes the appearance of a beautiful woman when in company of men. When it strikes it reverts to the crone form and claws her attackers. All Nushis can change shape into serpents, if threatened. The Nushi is attuned to her home and will gradually wither and die if she leaves her home.
-->The Nushi is a swamp spirit. It has the appearance of a withered old crone, but takes the appearance of a beautiful woman when in the company of men. When it strikes, it reverts to the crone form and claws her attackers. All Nushi can change shape into serpents if threatened. The Nushi is attuned to her home and will gradually wither and die if she leaves her home.

The Hannya is a witch that has made a pact with an Oni king. In return of her servitude, she is granted magical powers. A fiery aura and a serpent tail is also given her to remind her of who her true masters are.
-->The Hannya is a witch who has made a pact with an Oni King. In return of her servitude, she is granted magical powers. A fiery aura and a serpent tail are also given her to remind her of who her true masters are.

The Kitsune is a fox spirit. It has the appearance of a silvery fox with many tails. It is magically powerful and is able to take the appearance of a beautiful woman. The Kitsune is a trickster and often whimsical or even mischievous in nature. In human guise they may play pranks on unsuspecting travelers, aid lowborn peasants to greatness ,or plot the rise or downfall of kingdoms. Kitsune are stealthy, and in human guise has the abilities of a spy. All Kitsune are powerful mages of nature, but most have other magic skills as well.
-->The Kitsune is a fox spirit. It has the appearance of a silvery fox with many tails. It is magically powerful and is able to take the appearance of a beautiful woman. The Kitsune is a trickster and often whimsical or even mischievous in nature. In human guise they may play pranks on unsuspecting travelers, aid lowborn peasants to greatness or plot the rise or downfall of kingdoms. Kitsune are stealthy and in human guise have the abilities of a spy. All Kitsune are powerful mages of Nature, but most have other magic skills as well.

In dark caverns under the roots of the earth, a strange race of one-eyed humanoids have evolved. Untouched by the sun they have become known to humans as the Pale Ones. Pale Ones are gifted with perfect darkvision and gills. They inhabit underwater rivers and lakes as well as caverns halls. With the coming of the new god the pale ones have emerged from the depths of the earth to conquer the world of humans. Pale One warriors uses bronze armors and spears.
-->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. Pale Ones are gifted with perfect darkvision and gills. They inhabit underwater rivers and lakes as well as caverns halls. With the coming of the new God, the Pale Ones have emerged from the depths of the earth to conquer the world of humans. Pale One warriors uses bronze armor and spears.

In the water filled caverns and underground lakes of Agartha, live Pale Ones that have adopted to a life in water. These are known as Wet Ones. Wet Ones sometimes enter the salty depths of the seas where they compete with Atlantians and Tritons.
-->In the water-filled caverns and underground lakes of Agartha live Pale Ones that have adopted to a life in water. These are known as Wet Ones. Wet Ones sometimes enter the salty depths of the seas where they compete with Atlantians and tritons.

In dark caverns under the roots of the earth, a strange race of one-eyed humanoids have evolved. Untouched by the sun they have become known to humans as the Pale Ones. Pale Ones are gifted with perfect darkvision and gills. They inhabit underwater rivers and lakes as well as caverns halls. With the coming of the new god the Pale Ones have emerged from the depths of the earth to conquer the world of humans. Since the arrival of men the Pale Ones have started to use iron armors.
-->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. Pale Ones are gifted with perfect darkvision and gills. They inhabit underwater rivers and lakes as well as caverns halls. With the coming of the new God the Pale Ones have emerged from the depths of the earth to conquer the world of humans. Since the arrival of men, the Pale Ones have started to use iron armor.

The Cavern Guards are the elite warriors of the younger Pale Ones. Their special task is to defend narrow caverns where the Ancient Ones are unable to pass. The Cavern Guards are heavily armed and wield glaives.
-->The Cavern Guards are the elite warriors of the younger Pale Ones. Their special task is to defend narrow caverns where the Ancient Ones are unable to pass. The Cavern Guards are heavily armed and wield glaives.

The Earth Reader is an Agarthan priest and diviner of the Earth Will. Earth Readers are always consulted when new caverns or mines are opened. They also predict earth tremors and cave-ins.
-->Earth Readers are Agarthan priests and diviners of the Will of the Earth. They are always consulted when new caverns or mines are opened. They also predict earth tremors and cave-ins.

Ogon the Earth Blooded is an ancient mage king and founder of the Agarthan kingdom. He is the first Oracle and is the only one who remembers the oaths sworn to the creators of the Seal. Ogon has lived long enough in attunement with the earth to become almost immortal. Drawing strength from the earth itself, he has reached an age and power that would impress the greatest of mages should they ever venture down into the dark caverns of Agartha. With the advice of the Oracles he plans the conquest of the surface world.
-->Ogon the Earth Blooded is an ancient mage-king and founder of the Agarthan kingdom. He is the First Oracle and is the only one who remembers the oaths sworn to the creators of the Seal. Ogon has lived long enough in attunement with the Earth to become almost immortal. Drawing strength from the Earth itself, he has reached an age and power that would impress the greatest of mages should they ever venture down into the dark caverns of Agartha. With the advice of the Oracles, he plans the conquest of the surface world.

The Oracles are ancient Pale One mage priests seated upon thrones in the Halls of the Oracles. They rule the Pale Ones with wisdom and precognitive powers. With the advent of the new god, they have foreseen the Agarthan dominance of the surface world and are preparing their subjects for the conquest. In the Halls of the Oracles their perpetual council decides the fate of the world. The Oracles are divided in three orders and have corresponding magical powers.
-->The Oracles are ancient Pale One mage-priests seated upon thrones in the Halls of the Oracles. They rule the Pale Ones with wisdom and precognitive powers. With the advent of the new God, they have foreseen the Agarthan dominance of the surface world and are preparing their subjects for the conquest. In the Halls of the Oracles their perpetual council decides the fate of the world. The Oracles are divided into three orders and have corresponding magical powers.

Under the roots of the earth is an ancient chamber sealed by ancient spells. According to Agarthan lore the chamber contains three imprisoned gods of an earlier age. In the cavern halls near the Seal, lurk dark and malign Umbrals. These caverns are taboo and guarded by the seal guards. No one is allowed to enter or leave the halls of the Seal. The Seal Guards are armed with bronze armors and magical obsidian glaives that can harm the Umbrals.
-->Under the roots of the earth is an ancient chamber sealed by ancient spells. According to Agarthan lore the Chamber contains three imprisoned gods of an earlier age. In the cavern halls near the Seal lurk dark and malign Umbrals. These caverns are taboo and guarded by the Seal Guards. No one is allowed to enter or leave the Halls of the Seal. The Seal Guards wear bronze armor and are armed with magical obsidian glaives that can harm the Umbrals.

Pale Ones can live for a very long time and they do not stop growing. These ancient giants have sacred status and many serve as commanders of the agarthan armies.
-->Pale Ones can live for a very long time and they do not stop growing. These ancient giants have sacred status and many serve as commanders of the Agarthan armies.

Pale Ones can live for a very long time and they do not stop growing. Stone Hurlers are strong enough to carry and throw great boulders. This is the only missile weapon used by the Pale Ones. These ancient giants have sacred status.
-->Pale Ones can live for a very long time and they do not stop growing. Stone hurlers are strong enough to carry and throw great boulders. This is the only missile weapon used by the Pale Ones. These ancient giants have sacred status.

In the deepest reaches of Agartha lies an ancient chamber sealed by ancient magic. According to Agarthan lore the chamber contains three imprisoned gods of an earlier age. In the deep cavern halls close to the prison, Umbrals lurks. Umbrals are shadow beings resembling ancient Pale Ones with elongated faces and drooling mouths. Agarthan legends claim that they are the souls of those who sacrificed themselves to seal the chamber. The disturbing fact that the Umbrals have become more numerous has led some to believe that the Seal is weakening. Umbrals are ethereal, undead beings able to drain life from the living.
-->In the deepest reaches of Agartha lies an ancient chamber sealed by ancient magic. According to Agarthan lore the Chamber contains three imprisoned gods of an earlier age. Umbrals lurk in the deep cavern halls close to the prison. Umbrals are shadow beings resembling ancient Pale Ones with elongated faces and drooling mouths. Agarthan legends claim that they are the souls of those who sacrificed themselves to seal the Chamber. The disturbing fact that the Umbrals have become more numerous has led some to believe that the Seal is weakening. Umbrals are ethereal, undead beings capable of draining life from the living.

Deep down underneath the cave city lies the Hall of the Oracles. Here lives a few surviving Oracles in opulent splendour. They are at all times served by the Attendants of the Oracles, lowly human priests that scurry hither and yonder to answer every whim of the Ancient Ones.
-->Deep down underneath the cave city lie the Halls of the Oracles. Here live a few surviving Oracles in opulent splendour. They are at all times served by the Attendants of the Oracles, lowly human priests who scurry hither and yon to answer every whim of the Ancient Ones.

The Earth Reader is an Agarthan priest and diviner of the Earth Will. Once the Earth Readers were Pale Ones, but with the slow demise of that race humans have replaced them. Earth Readers are always consulted when new caverns or mines are opened. They also predict earth tremors and cave-ins.
-->Earth Readers are Agarthan priests and diviners of the Will of the Earth. Once the Earth Readers were Pale Ones, but with the slow demise of that race, humans have replaced them. Earth Readers are always consulted when new caverns or mines are opened. They also predict earth tremors and cave-ins.

When men first entered the caves of Agartha they were awed by the great statues adorning the opulent halls of the Pale Ones. The great statues of the Pale Ones became worshipped and human mages formed a cult around the statues. The Golem Crafters are the leaders of the cult. They guard the secrets and magic wonders of Old Agartha and perform the sacred animation rituals. 
-->When men first entered the caves of Agartha, they were awed by the great statues adorning the opulent halls of the Pale Ones. The great statues of the Pale Ones became worshipped and human mages formed a cult around the statues. The Golem Crafters are the leaders of the cult. They guard the secrets and magic wonders of Old Agartha and perform the sacred animation rituals. 

Deep down underneath the cave city lies the Hall of the Oracles. Here lives a few surviving Ancients and their Oracles in opulent halls adorned with statues and riches from the earth. Awaiting the eventual demise of their proud race the Oracles tries to keep the old traditions and memories alive. By reanimating statues of their ancestors, the Oracles cling to memories of a glorious past when humans were not present in the halls of the earth and the Seal was unbroken. Some Oracles have even gone so far as to reanimate their dead brethren.
-->Deep down underneath the cave city lie the Halls of the Oracles. Here live a few surviving Ancients and their Oracles in opulent halls adorned with statues and riches from the Earth. Awaiting the eventual demise of their proud race, the Oracles try to keep the old traditions and memories alive. By reanimating statues of their ancestors, the Oracles cling to memories of a glorious past when humans were not present in the halls of the earth and the Seal was unbroken. Some Oracles have even gone so far as to reanimate their dead brethren.

Everything left by the Ancient Ones has become subject to worship by the humans of Agartha. Statues left in halls underneath the earth are adored and worshiped, enchanted and given magical life by the Golem Crafters. The greatest of these statues are the ones of ancient Oracles. Some remnant of an ancient Oracle's memory gives the Marble Oracle a will and a mind. These telestic animates lumbers to and fro in the underground city of Agartha looking for faithless humans. Sometimes they stop and raise their hands in the air in a gesture of worship or desperation. Visitors that have returned from the underground city would say that the Marble Oracles are looking for a purpose. With the coming of the new god there is a purpose and the Marble Oracles march.
-->Everything left by the Ancient Ones has become subject to worship by the humans of Agartha. Statues left in halls underneath the earth are adored and worshipped, enchanted and given magical life by the Golem Crafters. The greatest of these statues are the ones of ancient Oracles. Some remnant of an ancient Oracle's memory gives the Marble Oracle a will and a mind. These telestic animates lumber to and fro in the underground city of Agartha looking for faithless humans. Sometimes they stop and raise their hands in the air in a gesture of worship or desperation. Visitors who have returned from the underground city would say that the Marble Oracles are looking for a purpose. With the coming of the new God there is a purpose and the Marble Oracles march.

Everything left by the Ancient Ones has become subject to worship by the humans of Agartha. Statues left in halls underneath the earth are adored and worshiped, enchanted and given magical life by the Golem Crafters. The great statues of ancient Seal Guards are foremost of these living statues; sacred guardians, ever watching and waiting.
-->Everything left by the Ancient Ones has become subject to worship by the humans of Agartha. Statues left in halls underneath the earth are adored and worshipped, enchanted and given magical life by the Golem Crafters. The great statues of ancient Seal Guards are foremost of these living statues, sacred guardians ever watching and waiting.

Everything left by the Ancient Ones has become subject to worship by the humans of Agartha. Statues left in halls underneath the earth are adored and worshiped, enchanted and given magical life by the Golem Crafters. Statues of Pale Ones stand guard, ever watching and waiting.
-->Everything left by the Ancient Ones has become subject to worship by the humans of Agartha. Statues left in halls underneath the earth are adored and worshipped, enchanted and given magical life by the Golem Crafters. Statues of Pale Ones stand guard, ever watching and waiting.

The ancient statues of old Agartha are sacred and rare. Human ones are not treated with the same respect, but are quite common. Enlivened by the Golem Crafters these statues are placed near gates to stand vigour and wait for trespassers.
-->The ancient statues of old Agartha are sacred and rare. Human ones are not treated with the same respect, but are quite common. Enlivened by the Golem Crafters, these statues are placed near gates to stand vigil and wait for trespassers.

In the tomb halls of Old Agartha lies ancient mummies awaiting rebirth. The human population venerate these old corpses and tend them as if they were sleeping. The Attendants of the Dead are lowly priest mages caring for the mummies before and after they have awakened.
-->In the tomb halls of Old Agartha lie ancient mummies awaiting rebirth. The human population venerates these old corpses and tends them as if they were sleeping. The Attendants of the Dead are lowly priest-mages caring for the mummies before and after they have awakened.

In the tomb halls of Old Agartha lies ancient mummified Oracles awaiting rebirth. The Servants of the Oracles are priest mages attending the needs of dormant as well as reborn Oracles and divine their will.
-->In the tomb halls of Old Agartha lie ancient mummified Oracles awaiting rebirth. The Servants of the Oracles are priest-mages who attend the needs of dormant as well as reborn Oracles and divine their will.

The Ktonian Necromancer are the administrators and rulers of Agartha. They reanimate corpses to serve the living population in war and peace. Miners, farmers and warriors are all reanimated to serve in the dark halls. The necromancers also perform the sacred rites of Rebirth on ancient Pale Ones and their Oracles.
-->Ktonian necromancers are the administrators and rulers of Agartha. They reanimate corpses to serve the living population in war and peace. Miners, farmers and warriors are all reanimated to serve in the dark halls. The necromancers also perform the sacred rites of Rebirth on ancient Pale Ones and their Oracles.

The Cave Captain is an Agarthan commander. They are equipped in the same manner as the Agarthan Infantry. They have partial darkvision.
-->Cave Captains are Agarthan commanders. They are equipped in the same manner as the Agarthan infantry. They have partial darkvision.

There has never been any horses living in the caverns of Agartha, but there are other cave dwelling beings that have come to substitute them. Cave Drake nests are plundered and the eggs hatched and trained as mounts or beasts of burden. Noble born warriors who can afford them, train them for battle. The Cave Drakes are slow, and the benefit of riding one is limited to the extra defence and the mighty bite of the beast. However, if the rider gets killed the beast fights on and Cave Drakes can be very stubborn and difficult to slay.
-->There have never been any horses living in the caverns of Agartha, but there are other cave dwelling beings that have come to substitute them. Cave drake nests are plundered and the eggs hatched and trained as mounts or beasts of burden. Nobleborn warriors who can afford them train them for battle. The cave drakes are slow and the benefit of riding one is limited to the extra defence and the mighty bite of the beast. However, if the rider gets killed the beast fights on and cave drakes can be very stubborn and difficult to slay.

The Entrance Guard are the elite force of Agartha, standing guard at every entrance to the caverns of the great city of Agartha. Since the emergence of Agartha they have only once lost a battle. Since that ominous confrontation Agartha has begun to use crossbows as well. Entrance Guards don heavy full plate armors and carry heavy shields.
-->The Entrance Guard are the elite force of Agartha, standing guard at every entrance to the caverns of the great city of Agartha. Since the emergence of Agartha they have only once lost a battle. Since that ominous confrontation Agartha has begun to also use crossbows. Entrance Guards don heavy full plate armor and carry heavy shields.

The Gate Lord is a commander of the Entrance Guard and castellan of an Entrance. They are armed in the same manner as the Entrance Guard.
-->A Gate Lord is a commander of the Entrance Guard and castellan of an Entrance. They are armed in the same manner as the Entrance Guard.

Sappers are specialists who dig tunnels under enemy walls in order to make them fall. The Sappers of Agartha are remarkably skilled and every Sapper in an army counts as seven additional besieging soldiers.
-->Sappers are specialists who dig tunnels under enemy walls in order to make them fall. The sappers of Agartha are remarkably skilled and every sapper in an army counts as seven additional besieging soldiers.

In the dark caverns of Agartha missile weapons were never very useful, but with the impending conquest of the surface world, this has changed. As wood and its substitutes are rare in the caverns, iron and steel is used as much as possible. Agarthan crossbows are made of steel instead of wood. Crossbows are much preferred to bows as they are more accurate and Agarthans have poor eyesight.
-->In the dark caverns of Agartha missile weapons were never very useful, but with the impending conquest of the surface world, this has changed. As wood and its substitutes are rare in the caverns, iron and steel are used as much as possible. Agarthan crossbows are made of steel instead of wood. Crossbows are much preferred to bows as they are more accurate and Agarthans have poor eyesight.

In the deep caverns of Agartha, sight is of little use. Most Agarthans have developed partial darkvision, but there are some infants born blind. These are considered blessed by the lord and given rigorous martial and mental training in the temples of basalt and marble. Blindfighters orient themselves by supernatural means and can only be led by Blindlords or mages. Blindfighters don heavy plate armors and kite shields with disturbing eyes painted on the surface.
-->In the deep caverns of Agartha, sight is of little use. Most Agarthans have developed partial darkvision, but there are some infants born blind. They are considered blessed by the Lord and given rigorous martial and mental training in the temples of basalt and marble. Blindfighters orient themselves by supernatural means and can only be led by Blindlords or mages. Blindfighters don heavy plate armor and kite shields with disturbing eyes painted on the surface.

The Ktonian Necromancers of Agartha use the dead in many ways. Soulless bodies toil and fight for their masters. Corpses are strengthened with iron parts and armed with short blades. These Iron Corpses are quite robust, but lack the skills of living soldiers.
-->The Ktonian necromancers of Agartha use the dead in many ways. Soulless bodies toil and fight for their masters. Corpses are strengthened with iron parts and armed with short blades. These iron corpses are quite robust, but lack the skills of living soldiers.

An Iron Ancestor is a reanimated and iron forged dead body possessed by a ghost. They resemble Iron Corpses, but are aware and skilled warriors. They are used as commanders of the Ktonian legions.
-->An iron ancestor is a reanimated and iron-forged dead body possessed by a ghost. They resemble iron corpses, but are aware and skilled warriors. They are used as commanders of the Ktonian legions.

When one of the ancient Oracles die they are mummified and buried in a tomb under the Hall of the Oracles. The dead Oracles can be awakened as living dead with the help of necromantic rituals. These reawakened Oracles are known as Tomb Oracles and are both powerful mages and priests.
-->When the ancient Oracles die, they are mummified and buried in a tomb under the Halls of the Oracles. The dead Oracles can be awakened as living dead with the help of necromantic rituals. These reawakened Oracles are known as Tomb Oracles and are both powerful mages and priests.

The Sepulchrals are long dead Seal Guards that have been reanimated by oracles or necromancers to resume their ancient and sacred task. Sepulchrals are sacred and wields magical obsidian glaives.
-->Sepulchrals are long dead Seal Guards that have been reanimated by Oracles or necromancers to resume their ancient and sacred task. Sepulchrals are sacred and wield magical obsidian glaives.

The Cavern Wights are reanimated pale ones taken from their final resting places to serve a Ktonian necromancer or an Oracle of the Ancients as guardians or company.
-->Cavern wights are reanimated Pale Ones taken from their final resting places to serve a Ktonian necromancer or an Oracle of the Ancients as guardians or company.

Deepthought is an ancient Olm grown to huge proportions. It is rarely seen but well known among the Wet Ones of the Deeper Caverns. Its mind and might has has grown with its body and it has been called upon several times to give advice to the Oracles on matters of the Deeper Waters. Deepthought is sacred to the Pale Ones of Agartha.
-->Deepthought is an ancient Olm grown to huge proportions. It is rarely seen but well known among the Wet Ones of the Deeper Caverns. Its mind and might has have grown with its body and it has been called upon several times to give advice to the Oracles on matters of the Deeper Waters. Deepthought is sacred to the Pale Ones of Agartha.

Over a century ago an ancient oracle of subterranean waters gave birth to a swarm of strange larvae. With upper bodies of pale ones and lower parts of the Great Olms of the deep their birth was seen as an omen of great importance. Their mother died shortly after and the father of her progeny was never revealed. The Olm Spawns were fostered and trained by the great oracles and serve Agartha as priests and mage generals.
-->Over a century ago an ancient Oracle of Subterranean Waters gave birth to a swarm of strange larvae. With the upper bodies of Pale Ones and the lower parts of the Great Olms of the deeps, their birth was seen as an omen of great importance. Their mother died shortly after and the father of her progeny was never revealed. The Olm Spawn were fostered and trained by the great Oracles and serve Agartha as priests and mage generals.

The Androphags are ruled by Witch Kings skilled in dark sorcery. The Witch Kings rule by strength and harsh justice. Those who oppose them are swiftly killed. They are formidable warriors and it is said that the blood of serpents flow in their veins. The Witch Kings have unnaturally long lives and few remember how they first rose to power. Most likely their strength and sorcery is a gift from supernatural forces. The Witch Kings introduced cannibalism and manflaying to the Sauromatian people. Feeding on your fallen enemies is only practiced by the Androphags, but manflaying is a widely accepted practice in all of Sauromatia. The Witch Kings use flayed skin standards and wear skull face masks. They are truly horrible to behold.
-->The Androphags are ruled by Witch Kings skilled in dark sorcery. The Witch Kings rule by strength and harsh justice. Those who oppose them are swiftly killed. They are formidable warriors and it is said that the blood of serpents flows in their veins. The Witch Kings have unnaturally long lives and few remember how they first rose to power. Most likely their strength and sorcery is a gift from supernatural forces. The Witch Kings introduced cannibalism and manflaying to the Sauromatian people. Feeding on one's fallen enemies is only practiced by the Androphags, but manflaying is a widely accepted practice in all of Sauromatia. The Witch Kings use flayed skin standards and wear skullface masks. They are truly horrible to behold.

The Androphags are a small Sauromatian tribe feared or shunned even by other Sauromatians because of their gruesome practices. Not only do they flay their enemies, they feed on them. The practice of cannibalism was introduced by the Witch Kings and the tribe has been called Man Eaters ever since. Androphag archers use arrows coated with poison.
-->The Androphags are a small Sauromatian tribe feared and shunned even by other Sauromatians because of their gruesome practices. Not only do they flay their enemies, they feed on them. The practice of cannibalism was introduced by the Witch Kings and the tribe has been called the Man Eaters ever since. Androphag archers use arrows coated with poison.

The Androphags are a small Sauromatian tribe feared or shunned even by other Sauromatians because of their gruesome practices. Not only do they flay their enemies, they feed on them. The practice of cannibalism was introduced by the Witch Kings and the tribe has been called Man Eaters ever since. While Sauromatians are skilled horsemen the Androphags live near the swamps of Pythia. Horses are rare in these environs, but serpents are common. The Androphags have found the serpents to be formidable mounts. Androphags are feared and revered by other Sauromatians and are considered sacred.
-->The Androphags are a small Sauromatian tribe feared and shunned even by other Sauromatians because of their gruesome practices. Not only do they flay their enemies, they feed on them. The practice of cannibalism was introduced by the Witch Kings and the tribe has been called the Man Eaters ever since. While Sauromatians are skilled horsemen, the Androphags live near the swamps of Pythia. Horses are rare in these environs, but serpents are common. The Androphags have found the serpents to be formidable mounts. Androphags are feared and revered by other Sauromatians and are considered sacred.

The Manflayers are prominent warriors of their tribe who have slain and flayed several enemies in battle. They place the skin of fallen enemies on a gruesome standard and inspire their fellows to ferocious bravery.
-->Manflayers are prominent warriors of their tribe who have slain several enemies in battle and flayed them. They place the skin of their fallen enemies on a gruesome standard and inspire their fellows to ferocious bravery.

When the Jade Amazons arrived in Sauromatia they were largely integrated into the other tribes. Still there are a few Sauromation tribes that have kept their Amazon heritage more or less intact. These Amazons do not use horses by tradition and levy the only shock infantry in Sauromatia. Their martial skills are in every way as good as those of the mounted Sauromatians.
-->When the Jade Amazons arrived in Sauromatia, they were largely integrated into the other tribes. There are still a few Sauromation tribes that have kept their Amazon heritage more or less intact. These Amazons do not use horses by tradition and levy the only shock infantry in Sauromatia. Their martial skills are in every way as good as those of the mounted Sauromatians.

A bipedal predator lizard large enough to carry a rider. The Jade Lizards have become known as the favoured mounts of the Jade Amazons, but they have also been used to pull ceremonial chariots in the kingdom of C'tis.
-->A bipedal predator lizard large enough to carry a rider. The jade lizards have become known as the favoured mounts of the Jade Amazons, but they have also been used to pull ceremonial chariots in the kingdom of C'tis.

When the Jade Amazons arrived in Sauromatia they were led by sorceresses and priestesses. The warlike Sauromatian society had little use for magical leadership. To remain in power the Amazon royalty changed their ways and turned to war. They young maidens selected to become sorceresses must also pass rigorous martial and priestly training. Those who fail the martial training die. Those who fail the magical training become Oiorpata, Manflayers, or Sacred Warriors mounted on lizards. A legacy from their Amazon past.
-->When the Jade Amazons arrived in Sauromatia, they were led by sorceresses and priestesses. The warlike Sauromatian society had little use for magical leadership. To remain in power, the Amazon royalty changed their ways and turned to war. The young maidens selected to become sorceresses must also pass rigorous martial and priestly training. Those who fail the martial training die. Those who fail the magical training become Oiorpata, Manflayers or Sacred Warriors mounted on lizards, a legacy from their Amazon past.

The Enaries are prominent spirit guides and soothsayers. They set themselves apart by donning women's clothing and wearing jewelry. They speak with pitched voices pleasant to the spirits they serve. They live apart from society but are often called upon to judge in matters of spiritual importance. Enaries have a slight chance of preventing bad events.
-->Enaries are prominent spirit guides and soothsayers. They set themselves apart by donning women's clothing and wearing jewelry. They speak with voices pitched pleasant to the spirits they serve. They live apart from society but are often called upon to judge in matters of spiritual importance. Enaries have a slight chance of preventing bad events.

The Spirit Guide takes care of the dead. They raise burial mounds and make sure that the spirits pass to the afterlife with good graces. They are able to call ancestral spirits and use them in divination or curses.
-->Spirit Guides take care of the dead. They raise burial mounds and make sure that the spirits pass to the afterlife with good graces. They are able to call ancestral spirits and use them in divination or curses.

The Soothsayer is a Sauromatian diviner. Sauromatia is a warlike society and many elder warriors and other weak men turn to prophesy and divination to find a place in their tribe. These Soothsayers influence much of the tribal wars and politics of Sauromatia. The Soothsayers are not fully trusted though. If one is suspected of fraud, three other Soothsayers are called in to pass judgement on the suspected charlatan. If found guilty he is fettered on a wagon together with his sons and set on fire. This practice ensures the loyalty of Soothsayers, but has also resulted in animosity between Soothsayers. Soothsayers have a slight chance of preventing bad events in the province they visit.
-->A soothsayer is a Sauromatian diviner. Sauromatia is a warlike society and many older warriors and other weak men turn to prophecy and divination to find a place in their tribe. These soothsayers influence much of the tribal wars and politics of Sauromatia. Soothsayers are not fully trusted though. If one is suspected of fraud, three other soothsayers are called in to pass judgement on the suspected charlatan. If found guilty, he is fettered on a wagon together with his sons and set on fire. This practice ensures the loyalty of soothsayers, but has also resulted in animosity between them. Soothsayers have a slight chance of preventing bad events in the province they visit.

The Sauromatians are more impressed with war than faith, so even the priestesses have to be skilled in the ways of battle. Only the most prominent fighters are allowed to become priestesses and it is more a title than an occupation. Warrior priestesses are well respected, but not for their priestly powers.
-->Sauromatians are more impressed with war than faith, so even their priestesses have to be skilled in the ways of battle. Only the most prominent fighters are allowed to become priestesses and it is more a title than an occupation. Warrior priestesses are well respected, but not for their priestly powers.

The Sauromatians are ruled by women. 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. All prominent tribes are ruled by warrior queens. Only the Androphags have totally rejected the notion of female leadership.
-->The Sauromatians are ruled by women. This is a legacy of their 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. All prominent tribes are ruled by warrior queens. Only the Androphags have totally rejected the notion of female leadership.

The Sauromatians are ruled by women and women fight side by side with male warriors. The Sauromatians allow only women to wear heavy armor. The heavier armor and horse barding a warrior owns the higher her place in society.
-->The Sauromatians are ruled by women and women fight side by side with male warriors. The Sauromatians allow only women to wear heavy armor. The heavier the armor and horse barding a warrior owns, the higher her place in society.

The Sauromatians are ruled by women and women fight side by side with male warriors. The Sauromatians allow only women to wear heavy armor. The heavier armor and horse barding a warrior owns, the higher her place in society. The cataphracted warriors have the highest standing of all and only formidable warriors will become one.
-->The Sauromatians are ruled by women and women fight side by side with male warriors. The Sauromatians allow only women to wear heavy armor. The heavier the armor and horse barding a warrior owns, the higher her place in society. The cataphract warriors have the highest standing of all and only formidable warriors will become cataphracts.

The sauromatian tribes use horses in warfare and most warriors own their own horse. Short bows and light lances are the favoured weapons.
-->The Sauromatian tribes use horses in warfare and most warriors own their own horse. Short bows and light lances are their favoured weapons.

Warriors that can't afford a horse use bows and light armaments. These archers of sauromatia are known for their skills with the bow.
-->Warriors who can't afford a horse use bows and light armaments. These Sauromatian archers are known for their skill with the bow.

The chieftain is a war chief of an unimportant tribe where women warriors have less power. They take their position by reputation and use flayed man standards to show off their battle prowess.
-->A chieftain is the war chief of an unimportant tribe where women warriors have less power. They take their position by reputation and use flayed-man standards to show off their battle prowess.

Kirke is an ancient sorceress and master of herbal magics and medicine. She claims to be the daughter of a Titan banished by the previous Pantokrator and no one is old enough to question her. Kirke is a master of metamorphosis, illusions, necromancy and healing arts. She once taught her skills to the first priestesses of Arcoscephale, but has since left that kingdom. She now resides on the enchanted island Aiaia beyond Sauromatia. Here she was approached by the Androphags. Some suspect that it was she who taught necromancy and poison lore to the first of the Witch Kings.
-->Kirke is an ancient sorceress and master of herbal magics and medicine. She claims to be the daughter of a titan banished by the previous Pantokrator and no one is old enough to question her. Kirke is a master of metamorphosis, illusions, necromancy and healing arts. She once taught her skills to the first priestesses of Arcoscephale, but has since left that kingdom. She now resides on the enchanted island Aiaia beyond Sauromatia. Here she was approached by the Androphags. Some suspect that it was she who taught necromancy and poison lore to the first of the Witch Kings.

Skgu was born in the swamps of Pythia ages ago. His mother left him in the swamps to die, but he was found and nurtured by a Pythian serpent. When he returned to his tribe he could still not speak a word. He was not accepted and wandered the land until he came to a strange island and met a beautiful enchantress. She took him as lover and taught him three languages that are spoken today, three languages that are dead and finally the language spoken by the dead. She must have loved or hated him much, because she also taught him the dark art of necromancy. When the witch finally got tired of her young lover and banished him from the island, Skgu was maddened by rage and turned his dark arts to practice. He returned to his tribe with a host of ghosts and slew and ate those who opposed him. He sacrificed women as he would his former lover should they meet again and made his tribe do the same and he made his tribesmen eat those they defeated in combat. Soon the Horror of the Androphags spread across the steppes. He took seven wives, three living, three old and one no longer living. The sons of his wives were taught the dark arts and he called them Witch Kings. Skgu has since retired into the swamps of Pythia where he feasts upon the flesh of men, awaiting the arrival of his former lover. Skgu rides a Pythian serpent reanimated by vile magics.
-->Skgu was born in the swamps of Pythia ages ago. His mother left him in the swamps to die, but he was found and nurtured by a Pythian serpent. When he returned to his tribe he could still not speak a word. He was not accepted and wandered the land until he came to a strange island and met a beautiful enchantress. She took him as lover and taught him three languages that are spoken today, three languages that are dead and finally the language spoken by the dead. She must have loved or hated him much, because she also taught him the dark art of necromancy. When the witch finally got tired of her young lover and banished him from the island, Skgu was maddened by rage and turned his dark arts to practice. He returned to his tribe with a host of ghosts and slew and ate those who opposed him. He sacrificed women as he would his former lover, should they meet again, and made his tribe do the same and he made his tribesmen eat those they defeated in combat. Soon the Horror of the Androphags spread across the steppes. He took seven wives, three living, three old and one no longer living. The sons of his wives were taught the dark arts and he called them Witch Kings. Skgu has since retired into the swamps of Pythia where he feasts upon the flesh of men, awaiting the arrival of his former lover. Skgu rides a Pythian serpent reanimated by vile magics.

A construct made from the body parts of several dead humans, it is reanimated by channeling lightning through its body. The Corpse Construct resembles a Soulless but is larger and stronger.
-->A construct made from the body parts of several dead humans, it is reanimated by channeling lightning through its body. The corpse construct resembles a soulless but is larger and stronger.

A human skeleton is reanimated by living vines and roots. Its vines strike like whips and their touch can make men fall asleep.
-->A human skeleton reanimated by living vines and roots. Its vines strike like whips and their touch can make men fall asleep.

An Ettin skeleton is reanimated by living vines and roots. Its vines strike like whips and their touch can make men fall asleep.
-->An ettin skeleton reanimated by living vines and roots. Its vines strike like whips and their touch can make men fall asleep.

A Crusher is a magically animated rock construction of immense strength. It is almost invulnerable and strikes with stony fists. The Crusher is a magical construct and will fall apart if left on the battlefield without magical leadership.
-->A crusher is a magically animated stone construct of immense strength. It is almost invulnerable and strikes with stony fists. The crusher is a magical construct and will fall apart if left on the battlefield without magical leadership.

The Golem is a clay construction given true life by the divine names inscribed on its surface. The Golem is physically strong and skilled in Astral magic. The Golem cannot command troops, and it will never retreat in battle.
-->A golem is a clay construct given true life by the divine names inscribed on its surface. The golem is physically strong and skilled in Astral magic. The golem cannot command troops and it will never retreat from battle.

The Poison Golem is a metal giant made of dark alloys from the Underworld. The Poison Golem is made for a single purpose, destruction, and its mere presence is harmful to the living. The very land in which it stays will slowly wither and die. The construct is always surrounded by sickly green flames of the Underworld.
-->A poison golem is a metal giant made of dark alloys from the Underworld. The poison golem is made for a single purpose, destruction, and its mere presence is harmful to the living. The very land in which it stays will slowly wither and die. The construct is always surrounded by sickly green flames of the Underworld.

The Juggernaut is a colossal structure made out of religious idols and two pairs of enormous wheels. The machine is powered by Astral magic and requires magical leadership. A construction like this has to be almost as holy as God himself and rightfully will spread the Dominion of its God just like a Prophet. The Juggernaut is covered by a layer of gold to make it look even more religiously important.
-->A juggernaut is a colossal structure made out of religious idols and two pairs of enormous wheels. The machine is powered by Astral magic and requires magical leadership. A construction like this has to be almost as holy as the God himself and will rightfully spread the Dominion of its God just like a Prophet. The juggernaut is covered by a layer of gold to make it look even more religiously important.

An enchanted clay figure fighting with a hammer, a Clayman regenerates wounds and never routs from battle.
-->An enchanted clay figure fighting with a hammer, a clayman regenerates wounds and never routs from battle.

A statue given false life by a powerful enchantment, the Living Statue is difficult to destroy but will revert to an inanimate state if left on the battlefield without magical leadership.
-->A statue given false life by a powerful enchantment, the living statue is difficult to destroy but will revert to an inanimate state if left on the battlefield without magical leadership.

Watchers are usually placed at a high place with a view over the surrounding landscape, and given the task of guarding a province from prying eyes. Watchers have incredible vision and count as fifty soldiers when patrolling a province. They can blast enemies with lightning.
-->Watchers are usually placed at a high place with a view over the surrounding landscape and given the task of guarding a province from prying eyes. Watchers have incredible vision and count as fifty soldiers when patrolling a province. They can blast enemies with lightning.

A winged stone monster given false life by a powerful enchantment, the Gargoyle is very difficult to destroy but will revert to an inanimate state if left on the battlefield without magical leadership.
-->A winged stone monster given false life by a powerful enchantment, the gargoyle is very difficult to destroy but will revert to an inanimate state if left on the battlefield without magical leadership.

A magically animated wooden construction resembling a human, it will fall apart if left on the battlefield without magical leadership.
-->A magically animated wooden construct resembling a human, it will fall apart if left on the battlefield without magical leadership.

The Telestic Animate is a wooden statue with a golden plate on its forehead inscribed with holy names. The divine names grant the statue the ability to speak the will of God. It cannot move.
-->A telestic animate is a wooden statue with a golden plate on its forehead inscribed with holy names. The divine names grant the statue the ability to speak the will of God. It cannot move.

The Iron Pig is the result of an ordinary domestic pig transformed into a being of flesh and steel. Only the hide and outer layers of flesh of the pig are transformed. The transformed pig is slower than before. It isn't aware that it is less vulnerable and has the morale and discipline of an ordinary pig.
-->An iron pig is the result of an ordinary domestic pig transformed into a being of flesh and steel. Only the hide and outer layers of flesh of the pig are transformed. The transformed pig is slower than before. It isn't aware that it is less vulnerable and has the morale and discipline of an ordinary pig.

The Clockwork Horror is a spring-driven, automated nightmare. It has the appearance of a small, copper human with piston arms that end in scythes. The spring of the Clockwork Horror is wound up before battle, and the Horror is released close to the front of the battle and pointed at the enemy. The Clockwork Horror then, with speed driven by its magical springs, whirs across the battlefield towards the enemy ranks. If everything goes as expected, the Clockwork Horror will use its scythes to tear into the enemy ranks, all the while accompanied by the horrible ticking of its internal clockworks. Fortunately, the springs and clockworks powering the Clockwork Horror will only allow for a short burst of frantic slaughter before they need to be wound up again.
-->A clockwork horror is a spring-driven, automated nightmare. It has the appearance of a small, copper human with piston arms that end in scythes. The spring of the clockwork horror is wound up before battle and the horror is released close to the front of the battle and pointed at the enemy. The clockwork horror then, with speed driven by its magical springs, whirs across the battlefield towards the enemy ranks. If everything goes as expected, the clockwork horror will use its scythes to tear into the enemy ranks, all the while accompanied by the horrible ticking of its internal clockworks. Fortunately, the springs and clockworks powering the clockwork horror will only allow for a short burst of frantic slaughter before they need to be wound up again.

A mechanical soldier in full plate armor, its inner structure is rather fragile, but its armor and shield make it almost invulnerable. The Iron Men are not affected by heat, cold, shock, or poison. They are mindless, magical beings that will cease to function if left without magical leadership.
-->A mechanical soldier in full plate armor, its inner structure is rather fragile, but its armor and shield make it almost invulnerable. The iron Men are not affected by heat, cold, shock or poison. They are mindless, magical beings that will cease to function if left without magical leadership.

The Siege Golem is a metal giant with huge hammer hands. It is tremendously strong and can crush stone walls to powder. The main purpose of the Siege Golem is to besiege castles, and is rather poor at melee combat, although it is very durable and will not easily be destroyed unless its controller dies. A single Siege Golem counts as one hundred normal soldiers when besieging a castle.
-->A siege golem is a metal giant with huge hammer hands. It is tremendously strong and can crush stone walls to powder. The main purpose of the siege golem is to besiege castles and it is rather poor at melee combat, although it is very durable and will not easily be destroyed unless its controller dies. A single siege golem counts as one hundred normal soldiers when besieging a castle.

A mechanical Dragon covered with thick iron plates, it is tremendously large, almost invulnerable, and unaffected by heat, cold, shock, or poison. They are able to fly and trample smaller beings. Iron Dragons are mindless, magical beings that will cease to function when left without magical leadership.
-->A mechanical dragon covered with thick iron plates, it is tremendously large, almost invulnerable and unaffected by heat, cold, shock or poison. They are able to fly and trample smaller beings. Iron dragons are mindless, magical beings that will cease to function when left without magical leadership.

Percival the Pocket Knight is, as his name implies, is a Pocket Knight. He was made by an unknown craftsman long ago, and has since showed up in various battles through the ages. Percival looks much like any knight, except that he is made out of tin. He also behaves much like an ordinary knight, except that he lives in a pocket. When the horns of battle sound, Percival will charge out of his carrier's pocket, land on the ground, grow to full size, and deliver fierce battle to the enemies. Percival's main diet is lint, and the occasional shot of tin polish.
-->Percival the Pocket Knight is, as his name implies, a Pocket Knight. He was made by an unknown craftsman long ago and has since showed up in various battles through the ages. Percival looks much like any knight, except that he is made out of tin. He also behaves much like an ordinary knight, except that he lives in a pocket. When the horns of battle sound, Percival will charge out of his carrier's pocket, land on the ground, grow to full size and deliver fierce battle to the enemies. Percival's main diet is lint and the occasional shot of tin polish.

Holger the Headless Hoburg Hero is the most renowned and admired of all Hoburg heroes. Holger has an healthy appetite and likes to stuff his headless neck with pre-chewed food or filtered soup.
-->Holger the Headless Hoburg Hero is the most renowned and admired of all Hoburg heroes. Holger has a healthy appetite and likes to stuff his headless neck with pre-chewed food or filtered soup.

Succubi, or demon lovers, have the appearance of beautiful, nude women with leather wings. They are able to enter the dreams of men to seduce and corrupt their souls. A Succubus that succeeds in seducing an enemy commander will take him from his bed and fly him to the Succubus' master, where he will serve until he dies. Men of high moral standing are difficult to seduce, and a high magic resistance might prevent the demon from corrupting his dreams. A Succubus who fails its attempt at dream seduction will attack the victim physically.
-->Succubi, or demon lovers, have the appearance of beautiful, nude women with leathery bat-like wings. They are able to enter the dreams of men to seduce and corrupt their souls. A succubus who succeeds in seducing an enemy commander will take him from his bed and fly him to the succubus' master, where he will serve until he dies. Men of high moral standing are difficult to seduce and a high magic resistance might prevent the demon from corrupting his dreams. A succubus who fails its attempt at dream seduction will attack the victim physically.

Pazuzu is the Lord of the Plague Wind. He is a huge, feathery humanoid with four great wings, no head, and the legs of a hen. Pazuzu is one of the Demon Lords. He will serve his summoner, knowing that the summoner will surrender his soul when he dies. Pazuzu is the bringer of storms and the desert Plague Wind, the dry wind from the east that brings disease and suffering.
-->Pazuzu is the Lord of the Plague Wind. He is a huge, feathery humanoid with four great wings, no head and the legs of a hen. Pazuzu is one of the Demon Lords. He will serve his summoner, knowing that the summoner will surrender his soul when he dies. Pazuzu is the bringer of storms and the desert Plague Wind, the dry wind from the east that brings disease and suffering.

Belial is one of the Demon Lords. He will serve his summoner, knowing that the summoner will surrender his soul when he dies. The corruptor of souls, Belial causes men to do evil and leads them away from virtue. His presence will cause unrest in entire provinces. He can pass unseen through enemy lands and spread his evil. Sometimes he takes the soul of an enemy commander loyal to his cause, and flies back with him to serve a new master.
-->Belial is one of the Demon Lords. He will serve his summoner, knowing that the summoner will surrender his soul when he dies. The Corruptor of Souls, Belial causes men to do evil and leads them away from virtue. His presence will cause unrest in entire provinces. He can pass unseen through enemy lands and spread his evil. Sometimes he takes the soul of an enemy commander loyal to his cause and flies back with him, to bring him to the service of a new master.

Belphegor is one of the Demon Lords. He will serve his summoner, knowing that the summoner will surrender his soul when he dies. Belphegor is a seducer of men and uses gold to sow discord. Fathers sell their sons and daughters to the Demon: his host of corrupted souls is always growing. The presence of the Demon causes the faithful to forget their God and serve the beast. The Dominion of Pretender Gods wanes in the province where Belphegor passes.
-->Belphegor is one of the Demon Lords. He will serve his summoner, knowing that the summoner will surrender his soul when he dies. Belphegor is a seducer of men and uses gold to sow discord. Fathers sell their sons and daughters to the Demon: his host of corrupted souls is always growing. The presence of the Demon causes the faithful to forget their God and serve the Beast. The Dominion of Pretender Gods wanes in the provinces where Belphegor passes.

Buer is one of the Demon Lords. He is the Sun of the inferno and tortures sinners and demons with searing heat. When summoned into this world, his powers are diminished and he takes a strange and fearsome bodily form. Buer appears as a burning, lion-maned goat head encircled by five goat legs. The mere presence of the Goat Sun causes the temperature to rise to unbearable levels and in battles soldiers will suffer from severe exhaustion and might faint from the heat. Buer is a lesser Sun and is bound by divine laws to stay on the ground when visiting this world. A fact which he resents much.
-->Buer is one of the Demon Lords. He is the Sun of the Inferno and tortures sinners and demons with searing heat. When summoned into this world, his powers are diminished and he takes a strange and fearsome bodily form. Buer appears as a burning, lion-maned goat's head encircled by five goat legs. The mere presence of the Goat Sun causes the temperature to rise to unbearable levels and in battles soldiers will suffer from severe exhaustion and might faint from the heat. Buer is a Lesser Sun and is bound by divine laws to stay on the ground when visiting this world, a fact which he much resents.

The Heliophagii are the Lords of the Abyss. They are composed of solid darkness except for their golden claws and horns. They have the ability to become invisible in shadows, and they are horrible to behold. There are only four known Heliophagii, and they are all skilled in Blood magic. Mastema has the ability to summon Fiends of Darkness, and his knowledge of Blood magic is extraordinary.
-->Heliophagii are the Lords of the Abyss. They are composed of solid darkness except for their golden claws and horns. They have the ability to become invisible in shadows and are horrible to behold. There are only four known Heliophagi, and they are all skilled in Blood magic. Mastema has the ability to summon fiends of darkness and his knowledge of Blood magic is extraordinary.

The Heliophagii are the Lords of the Abyss. They are composed of solid darkness except for their golden claws and horns. They have the ability to become invisible in shadows, and they are horrible to behold. There are only four known Heliophagii, and they are all skilled in Blood magic. Amaimon is a formidable general and a mighty Fire mage. His realm is a dark and hot place. Amaimon wields a flaming whip and is partially resistant to heat and flames.
-->Heliophagii are the Lords of the Abyss. They are composed of solid darkness except for their golden claws and horns. They have the ability to become invisible in shadows and are horrible to behold. There are only four known Heliophagi and they are all skilled in Blood magic. Amaimon is a formidable general and a mighty Fire mage. His realm is a dark and hot place. Amaimon wields a flaming whip and is partially resistant to heat and flames.

The Heliophagii are the Lords the Abyss. They are composed of solid darkness except for their golden claws and horns. They have the ability to become invisible in shadows, and they are horrible to behold. There are only four known Heliophagii, and they are all skilled in Blood magic. Gorilon is also a master of dark magic and can summon Bone Devils.
-->Heliophagii are the Lords of the Abyss. They are composed of solid darkness except for their golden claws and horns. They have the ability to become invisible in shadows and are horrible to behold. There are only four known Heliophagi and they are all skilled in Blood magic. Gorilon is also a master of dark magic and can summon bone devils.

The Heliophagii are the Lords of the Abyss. They are composed of solid darkness except for their golden claws and horns. They have the ability to become invisible in shadows, and they are horrible to behold. There are only four known Heliophagii, and they are all skilled in Blood magic. Mabakiel is a bringer of misery, and his mere presence will cause diseases to spread. He is also skilled in the necromantic arts.
-->Heliophagii are the Lords of the Abyss. They are composed of solid darkness except for their golden claws and horns. They have the ability to become invisible in shadows and are horrible to behold. There are only four known Heliophagi and they are all skilled in Blood magic. Mabakiel is a bringer of misery and his mere presence will cause diseases to spread. He is also skilled in the necromantic arts.

Arch Devils are the lords of the fiery Inferno. Winged and powerful, they lead the Infernal armies. They are mighty users of Fire magic. Arch Devils radiate heat and are themselves impervious to heat and flames, but they are susceptible to cold and frost. There are only five known Arch Devils. Buriol has the ability to summon Devils to his aid.
-->Arch Devils are the Lords of the fiery Inferno. Winged and powerful, they lead the Infernal armies. They are mighty users of Fire magic. Arch Devils radiate heat and are themselves impervious to heat and flames, but they are susceptible to cold and frost. There are only five known Arch Devils. Buriol has the ability to summon Devils to his aid.

Arch Devils are the lords of the fiery Inferno. Winged and powerful, they lead the Infernal armies. They are mighty users of Fire magic. Arch Devils radiate heat and are themselves impervious to heat and flames, but they are susceptible to cold and frost. There are only five known Arch Devils. Ethanim wields a flaming sword and is an exceptional general.
-->Arch Devils are the Lords of the fiery Inferno. Winged and powerful, they lead the Infernal armies. They are mighty users of Fire magic. Arch Devils radiate heat and are themselves impervious to heat and flames, but they are susceptible to cold and frost. There are only five known Arch Devils. Ethanim wields a flaming sword and is an exceptional general.

Arch Devils are the lords of the fiery Inferno. Winged and powerful, they lead the Infernal armies. They are mighty users of Fire magic. Arch Devils radiate heat and are themselves impervious to heat and flames, but they are susceptible to cold and frost. There are only five known Arch Devils. Furcas creates a Fire gem each month with his enchanted sickle.
-->Arch Devils are the Lords of the fiery Inferno. Winged and powerful, they lead the Infernal armies. They are mighty users of Fire magic. Arch Devils radiate heat and are themselves impervious to heat and flames, but they are susceptible to cold and frost. There are only five known Arch Devils. Furcas harvests a Fire gem each month with his enchanted sickle.

Arch Devils are the lords of the fiery Inferno. Winged and powerful, they lead the Infernal armies. They are mighty users of Fire magic. Arch Devils radiate heat and are themselves impervious to heat and flames, but they are susceptible to cold and frost. There are only five known Arch Devils. Magoth is weaker than the other Arch Devils, but he is skilled in Astral magic.
-->Arch Devils are the Lords of the fiery Inferno. Winged and powerful, they lead the Infernal armies. They are mighty users of Fire magic. Arch Devils radiate heat and are themselves impervious to heat and flames, but they are susceptible to cold and frost. There are only five known Arch Devils. Magoth is weaker than the other Arch Devils, but he is skilled in Astral magic.

Arch Devils are the lords of the fiery Inferno. Winged and powerful, they lead the Infernal armies. They are mighty users of Fire magic. Arch Devils radiate heat and are themselves impervious to heat and flames, but they are susceptible to cold and frost. There are only five known Arch Devils. Igarak is horrible to behold, and his scythe can destroy the souls of those it strikes.
-->Arch Devils are the Lords of the fiery Inferno. Winged and powerful, they lead the Infernal armies. They are mighty users of Fire magic. Arch Devils radiate heat and are themselves impervious to heat and flames, but they are susceptible to cold and frost. There are only five known Arch Devils. Igarak is horrible to behold and his scythe can destroy the souls of those it strikes.

The Ice Devils are the rulers of the icy realms of Inferno. Their large bodies are composed of ice, and they are constantly surrounded by a wind of infernal cold. Ice Devils are powerful mages of Water, but it is their physical might that makes them the generals of the infernal wars. There are only six known Ice Devils. Nycafor has numbingly cold icicles instead of hands. He is even more sensitive to the surrounding temperature than his brethren.
-->The Ice Devils are the rulers of the icy realms of the Inferno. Their large bodies are composed of ice and they are constantly surrounded by a wind of infernal cold. Ice Devils are powerful mages of Water, but it is their physical might which makes them the generals of the infernal wars. There are only six known Ice Devils. Nycafor has numbingly cold icicles instead of hands. He is even more sensitive to the surrounding temperature than his brethren.

The Ice Devils are the rulers of the icy realms of Inferno. Their large bodies are composed of ice, and they are constantly surrounded by a wind of infernal cold. Ice Devils are powerful mages of Water, but it is their physical might that makes them the generals of the infernal wars. There are only six known Ice Devils. Oriax wields a sword that burns with cold-blue flames. He is an outstanding general.
-->The Ice Devils are the rulers of the icy realms of the Inferno. Their large bodies are composed of ice and they are constantly surrounded by a wind of infernal cold. Ice Devils are powerful mages of Water, but it is their physical might which makes them the generals of the infernal wars. There are only six known Ice Devils. Oriax wields a sword that burns with cold, blue flames. He is an outstanding general.

The Ice Devils are the rulers of the icy realms of Inferno. Their large bodies are composed of ice, and they are constantly surrounded by a wind of infernal cold. Ice Devils are powerful mages of Water, but it is their physical might that makes them the generals of the infernal wars. There are only six known Ice Devils. Gaap wields a Hellsword and is protected from the fires of other infernal realms.
-->The Ice Devils are the rulers of the icy realms of the Inferno. Their large bodies are composed of ice and they are constantly surrounded by a wind of infernal cold. Ice Devils are powerful mages of Water, but it is their physical might which makes them the generals of the infernal wars. There are only six known Ice Devils. Gaap wields a Hellsword and is protected from the fires of other infernal realms.

The Ice Devils are the rulers of the icy realms of Inferno. Their large bodies are composed of ice, and they are constantly surrounded by a wind of infernal cold. Ice Devils are powerful mages of Water, but it is their physical might that makes them the generals of the infernal wars. There are only six known Ice Devils. Bifrons is skilled in magic but is physically weaker than his brethren.
-->The Ice Devils are the rulers of the icy realms of the Inferno. Their large bodies are composed of ice and they are constantly surrounded by a wind of infernal cold. Ice Devils are powerful mages of Water, but it is their physical might which makes them the generals of the infernal wars. There are only six known Ice Devils. Bifrons is skilled in magic but is physically weaker than his brethren.

The Ice Devils are the rulers of the icy realms of Inferno. Their large bodies are composed of ice and they are constantly surrounded by a wind of infernal cold. Ice Devils are powerful mages of Water, but it is their physical might that makes them the generals of the infernal wars. There are only six known Ice Devils. Cimejes is able to summon Frost Fiends to his aid.
-->The Ice Devils are the rulers of the icy realms of the Inferno. Their large bodies are composed of ice and they are constantly surrounded by a wind of infernal cold. Ice Devils are powerful mages of Water, but it is their physical might which makes them the generals of the infernal wars. There are only six known Ice Devils. Cimejes is able to summon frost fiends to his aid.

The Ice Devils are the rulers of the icy realms of Inferno. Their large bodies are composed of ice and they are constantly surrounded by a wind of infernal cold. Ice Devils are powerful mages of Water, but it is their physical might that makes them the generals of the infernal wars. There are only six known Ice Devils. Bune is skilled in the dark arts, and his armies are composed of the dead, buried and frozen in the ground of his icy realm.
-->The Ice Devils are the rulers of the icy realms of the Inferno. Their large bodies are composed of ice and they are constantly surrounded by a wind of infernal cold. Ice Devils are powerful mages of Water, but it is their physical might which makes them the generals of the infernal wars. There are only six known Ice Devils. Bune is skilled in the dark arts and his armies are composed of the dead, buried and frozen in the ground of his icy realm.

Devils are infernal beings of great strength. Only with human sacrifice is it possible to summon and bind these evil beings. Devils are born in the fires of Inferno and are impervious to heat and flame. Their glowing bodies radiate heat, and bat-like wings grow from their shoulders. Devils are armed with tridents, and their barbed tails can sting opponents in close combat.
-->Devils are infernal beings of great strength. Only with human sacrifice is it possible to summon and bind these evil beings. Devils are born in the fires of the Inferno and are impervious to heat and flame. Their glowing bodies radiate heat and bat-like wings grow from their shoulders. Devils are armed with tridents and their barbed tails can sting opponents in close combat.

Fiends of Darkness are coal-black demons with bat-like wings, summoned from the abyss with human sacrifices. They fight with two venomous claws.
-->Fiends of darkness are coal-black demons with bat-like wings, summoned from the Abyss with human sacrifice. They fight with two venomous claws.

Spine Devils are spine-covered demons summoned from the Void with human sacrifices. They fight with two venomous claws. The spines covering their bodies are poisonous, and anyone attacking them with short weapons might get pricked and poisoned.
-->Spine devils are spine-covered demons summoned from the Void with human sacrifice. They fight with two venomous claws. The spines covering their bodies are poisonous and anyone attacking them with short weapons might get pricked and poisoned.

Frost Fiends are Devils of the icy realms of Inferno. In the constant wars of Inferno, the Frost Fiends are feared by all fiery devils. They wear robes of woven ice and are constantly surrounded by an icy wind. They wield ice rods and can unleash blasts of infernal cold upon their enemies. They can only be summoned if human blood has been sacrificed. Their powers increase in cold lands.
-->Frost fiends are devils of the icy realms of the Inferno. In the constant wars of the Inferno, the frost fiends are feared by all fiery devils. They wear robes of woven ice and are constantly surrounded by an icy wind. They wield ice rods and can unleash blasts of infernal cold upon their enemies. They can only be summoned if human blood has been sacrificed. Their powers increase in cold lands.

Storm Demons are Devils of the tempest realm. The bodies of the Storm Demons are part storm clouds. They are ethereal and can unleash blasts of infernal lightning upon their enemies.
-->Storm demons are devils of the tempest realm. The bodies of the storm demons are part storm clouds. They are ethereal and can unleash blasts of infernal lightning upon their enemies.

The Imp is a lowly devil summoned from Inferno with blood sacrifices. Born in infernal fires, they are fire resistant but do not radiate the infernal heat of more powerful Devils.
-->Imps are lowly devils summoned from the Inferno with blood sacrifice. Born in infernal fires, they are fire resistant but do not radiate the infernal heat of more powerful devils.

The Disease Demon is a bringer of disease and illness. It feeds on the prayers and promises given by despairing victims of their fevers. Its mere presence cause healthy men to cough and shiver. Evil demonologists summon these demons and sends them to haunt their enemies. The Disease Demon is ethereal and winged.
-->The disease demon is a bringer of disease and illness. It feeds on the prayers and promises given by despairing victims of its fevers. Its mere presence causes healthy men to cough and shiver. Evil demonologists summon these demons and sends them to haunt their enemies. The disease demon is ethereal and winged.

The Demon Jester, or Harlequin, is a lowly devil summoned by the diabolists of Marignon. They appear as distorted hunchbacks with flapping wings. Their heads are huge and have protruding noses and chins. Demon Jesters are more appalling than frightening to behold.
-->Demon jesters, or harlequins, are lowly devils summoned by the diabolists of Marignon. They appear as distorted hunchbacks with flapping wings. Their heads are huge and have protruding noses and chins. Demon jesters are more appalling than frightening to behold.

The Serpent Fiend is a strange, serpentine demon with black, leathery wings. The bite of the Serpent Fiend is venomous.
-->The serpent fiend is a strange, serpentine demon with black, leathery wings. The bite of the serpent fiend is venomous.

Bone Fiends are skeletal demons summoned from the Underworld. They are believed to be the remains of dead Devils bound by the Laws of Death. 
-->Bone fiends are skeletal demons summoned from the Underworld. They are believed to be the remains of dead devils bound by the Laws of Death. 

That is not dead which eternal lies, and with countless aeons even Devils die.
-->That is not dead which eternal lies, and with countless aeons even devils die.

The Demon Knight is an armored demon riding a demonic steed with glowing red eyes. Demon Knights are horrible to behold, and the mere presence of one will cause panic among weaker troops.
-->The demon knight is an armored demon riding a demonic steed with glowing red eyes. Demon knights are horrible to behold and the mere presence of one will cause panic among weaker troops.

The Vampire Lord is an immortal being of great magical powers, able to curse others with vampirism. Vampires are totally unable to enter underwater provinces.
-->A vampire lord is an immortal being of great magical powers, able to curse others with vampirism. Vampires are totally unable to enter underwater provinces.

The Vampire is an immortal thrall created by a Vampire Lord. They lack the magical powers of their master and are not very brave, but their immortality makes them dangerous indeed. Vampires are totally unable to enter underwater provinces.
-->Vampires are immortal thralls created by a vampire lord. They lack the magical powers of their master and are not very brave, but their immortality makes them dangerous indeed. Vampires are totally unable to enter underwater provinces.

The Fallen Angel was an angelic being that revolted against the divine order and was imprisoned in Inferno. Released from its prison by blood magic, it has been given a chance to serve a new god of the terrestrial sphere. The Fallen Angel is a powerful user of Fire, Death and Blood magic. It has lost its priestly powers, but is fanatically loyal to its new master and is sacred in his Dominion.
-->The Fallen Angel was an angelic being that revolted against the divine order and was imprisoned in the Inferno. Released from its prison by Blood magic, it has been given a chance to serve a new God of the Terrestrial Sphere. The Fallen Angel is a powerful user of Fire, Death and Blood magic. It has lost its priestly powers, but is fanatically loyal to its new master and is sacred in his Dominion.

Horrors are astral beings that feed on the emotions of suffering, lamentation, and fear. They have strangely distorted perceptions and will primarily attack creatures previously marked by Astral magic. Horrors sometimes appear in highly magical countries to attack people that have been marked by evil Astral mages.
-->Horrors are astral beings that feed on the emotions of suffering, lamentation and fear. They have strangely distorted perceptions and will primarily attack creatures previously marked by Astral magic. Horrors sometimes appear in highly magical countries to attack people that have been marked by evil Astral mages.

Rarku, the Hunter of Heroes is a Doom Horror, an astral being that feeds on the emotions of suffering, lamentation, and fear. The Hunter primarily target well known and mighty heroes as they provide more emotional sustenance than ordinary men. The Hunter has emerged several times in history and slain the mightiest heroes of the time. It has strangely distorted perceptions and will primarily attack heroes previously marked by Astral magic.
-->Rarku, the Hunter of Heroes, is a Doom Horror, an astral being that feeds on the emotions of suffering, lamentation and fear. The Hunter of Heroes primarily targets well known and mighty heroes as they provide more emotional sustenance than ordinary men. The Hunter has emerged several times in history and slain the mightiest heroes of the time. It has strangely distorted perceptions and will primarily attack heroes previously marked by Astral magic.

Umor, the Eater of Gods is a Doom Horror, an astral being that feeds on the emotions of suffering, lamentation, and fear. The Eater primarily target pretending gods as they provide much more more emotional sustenance than mere mortals. The Eater has emerged several times in history and slain the gods and exalted spirits of the time. It has strangely distorted perceptions and will primarily attack heroes previously marked by Astral magic.
-->Umor, the Eater of Gods, is a Doom Horror, an astral being that feeds on the emotions of suffering, lamentation and fear. The Eater of Gods primarily targets pretending gods as they provide much more more emotional sustenance than mere mortals. The Eater has emerged several times in history and slain the gods and exalted spirits of the time. It has strangely distorted perceptions and will primarily attack gods previously marked by Astral magic.

Agon, the Eater of Dreams is a Doom Horror, an astral being that feeds on the emotions of suffering, lamentation, and fear. The Eater has emerged several times in history and brought misfortune and suffering to entire kingdoms. It has strangely distorted perceptions and will primarily attack gods previously marked by Astral magic.
-->Agon, the Eater of Dreams, is a Doom Horror, an astral being that feeds on the emotions of suffering, lamentation and fear. The Eater of Dreams has emerged several times in history and brought misfortune and suffering to entire kingdoms. It has strangely distorted perceptions and will primarily attack gods previously marked by Astral magic.

Scabiel, the Maker of Ruins is a Doom Horror, an astral being that feeds on the emotions of suffering, lamentation, and fear. The Maker has emerged in the world several times in history and wreaked havoc and leveled entire cities. It has strangely distorted perceptions and will primarily attack gods previously marked by Astral magic.
-->Scabiel, the Maker of Ruins, is a Doom Horror, an astral being that feeds on the emotions of suffering, lamentation and fear. The Maker of Ruins has emerged in the world several times in history and wreaked havoc and leveled entire cities. It has strangely distorted perceptions and will primarily attack gods previously marked by Astral magic.

Kurgi, the Slave to Unreason is a Doom Horror, an astral being that feeds on the emotions of suffering, lamentation, and fear. The Slave has emerged in the world several times in history and brought insanity and madness to entire kingdoms. It has strangely distorted perceptions and will primarily attack gods previously marked by Astral magic.
-->Kurgi, the Slave to Unreason, is a Doom Horror, an astral being that feeds on the emotions of suffering, lamentation and fear. The Slave to Unreason has emerged in the world several times in history and brought insanity and madness to entire kingdoms. It has strangely distorted perceptions and will primarily attack gods previously marked by Astral magic.

Dark Vines are huge, writhing masses of roots, vines, and blood-drenched moss that form a trunk with three tentacles at the top. They are driven by an insatiable lust for blood but serve their master unerringly. Dark Vines are immensely robust and cannot rout from combat.
-->Dark vines are huge, writhing masses of roots, vines and blood-drenched moss that form a trunk with three tentacles at the top. They are driven by an insatiable lust for blood, but serve their master unerringly. Dark vines are immensely robust and cannot rout from combat.

Horrible results of cross-breeding experiments, few Foul Spawns look alike. They sometimes possess strange abilities such as water breathing or regeneration.
-->Horrible results of cross-breeding experiments, few foul spawn look alike. They sometimes possess strange abilities such as water breathing or regeneration.

Horrible results of cross-breeding experiments, Cockatrices resemble scaly roosters with bat-like wings. They are able to breathe clouds of noxious gas.
-->Horrible results of cross-breeding experiments, cockatrices resemble scaly roosters with bat-like wings. They are able to breathe clouds of noxious gas.

Horrible results of cross-breeding experiments, Basilisks resemble scaly snakes with rooster heads. The mere gaze of a Basilisk is extremely deadly.
-->Horrible results of cross-breeding experiments, basilisks resemble scaly snakes with rooster heads. The mere gaze of a basilisk is extremely deadly.

Horrible results of cross-breeding experiments, Ettins are stupid two-headed giants that prefer to arm themselves with great wooden clubs.
-->Horrible results of cross-breeding experiments, ettins are stupid, two-headed giants that prefer to arm themselves with great wooden clubs.

The horrible result of a cross-breeding experiment, the Chimera has the body of a lion, the head of a ram, the tail of a snake, and the wings of a great bat. The Chimera can breathe fire like a Dragon.
-->The horrible result of a cross-breeding experiment, the chimera has the body of a lion, the head of a ram, the tail of a snake and the wings of a great bat. The chimera can breathe fire like a dragon.

The horrible result of a cross-breeding experiment, the Draco Lion has the upper body of a lion and the rear end of a winged Wyrm. The Draco Lion can regenerates wounds.
-->The horrible result of a cross-breeding experiment, the draco-lion has the upper body of a lion and the rear end of a winged wyrm. The draco-lion can regenerates wounds.

The Queen of Elemental Water is a physical manifestation of the wild magic of the water. Thalassa resembles a huge, crowned female being composed of water. She is innately skilled in Water magic and can summon Undines to serve her. The Queen's body is composed of water and is very difficult to harm when she is underwater. Unless she is completely killed during one combat round, she will heal all her wounds. Thalassa cannot leave the sea. Only three Queens of Elemental Water are known to exist.
-->The Queen of Elemental Water is a physical manifestation of the wild magic of Water. Thalassa resembles a huge, crowned female being composed of water. She is innately skilled in Water magic and can summon undines to serve her. The Queen's body is composed of water and is very difficult to harm when she is underwater. Unless she is completely killed during one combat round, she will heal all her wounds. Thalassa cannot leave the sea. Only three Queens of Elemental Water are known to exist.

The Queen of Elemental Water is a physical manifestation of the wild magic of the water. Limne resembles a huge, crowned female being composed of water. She is innately skilled in Water magic and can bring men with her underwater. The Queen's body is composed of water and is very difficult to harm when she is underwater. Unless she is completely killed during one combat round, she will heal all her wounds. Only three Queens of Elemental Water are known to exist and Limne is the only who is able to travel on the land.
-->The Queen of Elemental Water is a physical manifestation of the wild magic of Water. Limne resembles a huge, crowned female being composed of water. She is innately skilled in Water magic and can bring men underwater with her. The Queen's body is composed of water and is very difficult to harm when she is underwater. Unless she is completely killed during one combat round, she will heal all her wounds. Only three Queens of Elemental Water are known to exist and Limne is the only one who is able to travel on the land.

The Queen of Elemental Water is a physical manifestation of the wild magic of the water. Bathusma resembles a body of dark water with the general appearance of a huge, crowned female being. She is innately skilled in Water magic and can summon Water Elementals from the depths of the ocean. The Queen's body is composed of water and is very difficult to harm when she is underwater. Unless she is completely killed during one combat round, she will heal all her wounds. Bathusma cannot leave the sea. Only three Queens of Elemental Water are known to exist.
-->The Queen of Elemental Water is a physical manifestation of the wild magic of Water. Bathusma resembles a body of dark water with the general appearance of a huge, crowned female being. She is innately skilled in Water magic and can summon water elementals from the depths of the ocean. The Queen's body is composed of water and is very difficult to harm when she is underwater. Unless she is completely killed during one combat round, she will heal all her wounds. Bathusma cannot leave the sea. Only three Queens of Elemental Water are known to exist.

Naiades are river spirits that manifest themselves as incredibly beautiful women. Few mortals would dream of harming a Naiad. Naiades are connected with their river and slowly die when they leave their home. Naiades are powerful mages of Water and Nature.
-->Naiades are river spirits that manifest themselves as incredibly beautiful women. Few mortals would dream of harming a naiad. Naiades are connected with their river and slowly die when they leave their home. Naiades are powerful mages of Water and Nature.

Kydnides are Warrior Naiades, willing to leave their native river to wreak vengeance upon those who harm the rivers of the world. Kydnides manifest themselves as incredibly beautiful women dressed in gleaming bronze armors. Kydnides do not die if they leave their home as do other Naiades.
-->Kydnides are warrior naiades, willing to leave their native river to wreak vengeance upon those who harm the rivers of the world. Kydnides manifest themselves as incredibly beautiful women wearing gleaming bronze armor. Kydnides, unlike other naiades, do not die if they leave their home.

Slave Trolls are Sea Trolls enslaved by an Aboleth, Starspawn or other mind controlling entity. Sea Trolls are robust humanoid creatures of immense size. They are larger than ordinary Trolls, but their skin is softer. Sea Trolls are known to regenerate wounds, and they can enter the sea.
-->Slave trolls are sea trolls enslaved by an Aboleth, Starspawn or other mind controlling entity. Sea trolls are robust humanoid creatures of immense size. They are larger than ordinary trolls, but their skin is softer. Sea trolls are known to regenerate wounds and they can enter the sea.

Troll Guards are Sea Troll Elites. They are robust humanoid amphibians of immense size. They are larger than ordinary Trolls, but their skin is softer. Sea Trolls are known to regenerate wounds.
-->Troll guards are sea troll elites. They are robust humanoid amphibians of immense size. They are larger than ordinary trolls, but their skin is softer. Sea trolls are known to regenerate wounds.

The King of Elemental Fire is a physical manifestation of the wild magic of Fire. Only three such spirits are known to exist, and since the fall of Catharsis, there are but two that are pure. Pyriphlogos has a body of flames and sulphur and appears as a huge, crowned King. The King of Elemental Fire is innately skilled in Fire magic and is constantly surrounded by a very powerful fire shield. Pyriphlogos is totally unable to enter underwater provinces, but he is able to create Fire Elementals by giving life to fires.
-->The King of Elemental Fire is a physical manifestation of the wild magic of Fire. Only three such spirits are known to exist and since the fall of Catharsis, there are but two that are pure. Pyriphlogos has a body of flames and sulphur and appears as a huge, crowned king. The King of Elemental Fire is innately skilled in Fire magic and is constantly surrounded by a very powerful fire shield. Pyriphlogos is totally unable to enter underwater provinces, but he is able to create fire elementals by giving life to fires.

The King of Elemental Fire is a physical manifestation of the wild magic of Fire. Once there were three such spirits, but one of the three, Catharsis, was corrupted and used by the lord of the Underworld to give light to his dark realm. The cleansing fires of Catharsis now burn with a sickly green, poisonous light. Catharsis is now known as Antrax and serves the master of the Underworld. He has a body of blazing Banefire and appears as a huge, crowned King. Antrax is innately skilled in Fire and Death magic and is constantly surrounded by a shield of blazing Banefire.
-->The King of Elemental Fire is a physical manifestation of the wild magic of Fire. Once there were three such spirits, but one of the three, Catharsis, was corrupted and used by the Lord of the Underworld to give light to his dark realm. The Cleansing Fires of Catharsis now burn with a sickly green, poisonous light. Catharsis is now known as Antrax and serves the Master of the Underworld. He has a body of blazing banefire and appears as a huge, crowned king. Antrax is innately skilled in Fire and Death magic and is constantly surrounded by a shield of blazing banefire.

The King of Elemental Fire is a physical manifestation of the wild magic of Fire. Only three such spirits are known to exist, and since the fall of Catharsis, only two are pure. Rhuax has a body of flames and molten rock, and he appears as a huge, crowned King. He is innately skilled in Fire and Earth magic and is constantly surrounded by blazing flames. He can summon Magma Children from the depths of the Earth.
-->The King of Elemental Fire is a physical manifestation of the wild magic of Fire. Only three such spirits are known to exist and since the fall of Catharsis, only two are pure. Rhuax has a body of flames and molten rock and he appears as a huge, crowned king. He is innately skilled in Fire and Earth magic and is constantly surrounded by blazing flames. He can summon magma children from the depths of the Earth.

The Magma Children are beings composed of fire and molten rock. They serve Rhuax, one of the Kings of Elemental Fire.
-->Magma children are beings composed of fire and molten rock. They serve Rhuax, one of the Kings of Elemental Fire.

The Queen of Elemental Air is a physical manifestation of the wild magic of the air. Aella has a body composed of dark, billowing clouds and appears as a huge, crowned female being. She is innately skilled in Air magic and can create Air Elementals by giving life to gusts of winds. Aella is the Queen of Storms, and her powers are greatly increased during storms. Her body is composed of clouds and mist and is difficult to harm. Only three Queens of Elemental Air are known to exist.
-->The Queen of Elemental Air is a physical manifestation of the wild magic of Air. Aella has a body composed of dark, billowing clouds and appears as a huge, crowned female being. She is innately skilled in Air magic and can create air elementals by giving life to gusts of winds. Aella is the Queen of Storms and her powers are greatly increased during storms. Her body is composed of clouds and mist and is difficult to harm. Only three Queens of Elemental Air are known to exist.

The Queen of Elemental Air is a physical manifestation of the wild magic of the air. Thuella has a body composed of billowing clouds and appears as a huge, crowned female being. She is innately skilled in Air magic. Thuella is the Queen of Thunder, and her powers are increased during storms. Her body is composed of clouds and mist and is difficult to harm. Only three Queens of Elemental Air are known to exist.
-->The Queen of Elemental Air is a physical manifestation of the wild magic of Air. Thuella has a body composed of billowing clouds and appears as a huge, crowned female being. She is innately skilled in Air magic. Thuella is the Queen of Thunder and her powers are increased during storms. Her body is composed of clouds and mist and is difficult to harm. Only three Queens of Elemental Air are known to exist.

The Queen of Elemental Air is a physical manifestation of the wild magic of the air. Nephele has a body composed of billowing clouds and appears as a huge, crowned female being. She is innately skilled in Air magic and can summon Sylphs from her abode in the sky. Her powers are increased during storms. Her body is composed of clouds and mist and is difficult to harm. Only three Queens of Elemental Air are known to exist.
-->The Queen of Elemental Air is a physical manifestation of the wild magic of Air. Nephele has a body composed of billowing clouds and appears as a huge, crowned female being. She is innately skilled in Air magic and can summon sylphs from her abode in the sky. Her powers are increased during storms. Her body is composed of clouds and mist and is difficult to harm. Only three Queens of Elemental Air are known to exist.

Draconians are large, scaly humanoids with great, leathery wings instead of arms. The Draconians have sharp beaks, and their saliva is somewhat poisonous. Draconian Chiefs can summon Draconians.
-->Draconians are large, scaly humanoids with great, leathery wings instead of arms. Draconians have sharp beaks and their saliva is somewhat poisonous. Draconian chiefs can summon Draconians.

Great Eagles are eagles large enough to carry a horse and fierce enough to battle a dragon. They are quite intelligent and can understand human speech. They live in mountain regions far from men, but can be summoned by powerful mages.
-->Great eagles are eagles large enough to carry a horse and fierce enough to battle a dragon. They are quite intelligent and can understand human speech. They live in mountain regions far from men, but can be summoned by powerful mages.

The King of Elemental Earth is a physical manifestation of the wild magic of the Earth. Oreigenes has a body of stone and rocks and appears as a huge, crowned humanoid. He is innately skilled in Earth magic and can summon Earth Gnomes to serve him. The King draws power from the ground and slowly regenerates his wounds. Only three Kings of Elemental Earth are known to exist and one of them has been tainted by Blood magic.
-->The King of Elemental Earth is a physical manifestation of the wild magic of the Earth. Oreigenes has a body of stone and rocks and appears as a huge, crowned humanoid. He is innately skilled in Earth magic and can summon earth gnomes to serve him. The King draws power from the ground and slowly regenerates his wounds. Only three Kings of Elemental Earth are known to exist and one of them has been tainted by Blood magic.

The King of Elemental Earth is a physical manifestation of the wild magic of the Earth. Barathrus has a body of stone and soil and appears as a huge, crowned humanoid. He is innately skilled in Earth magic and can summon Earth Elementals from the deeper reaches of the world to serve him. From his body seeps Earth blood that crystallizes into gems of Earth power. The King draws power from the ground and regenerates his wounds. Only three Kings of Elemental Earth are known to exist, and one of them has been tainted by Blood magic.
-->The King of Elemental Earth is a physical manifestation of the wild magic of the Earth. Barathrus has a body of stone and soil and appears as a huge, crowned humanoid. He is innately skilled in Earth magic and can summon earth elementals from the deeper reaches of the world to serve him. From his body seeps Earth Blood that crystallizes into gems of Earth power. The King draws power from the ground and regenerates his wounds. Only three Kings of Elemental Earth are known to exist and one of them has been tainted by Blood magic.

Earth Gnomes are Earth spirits serving under Oreigenes. They manifest themselves in their King's image and are composed of earth and stone.
-->Earth gnomes are Earth spirits who serve Oreigenes. They manifest themselves in their King's image and are composed of earth and stone.

The King of Elemental Earth is a physical manifestation of the wild powers of the Earth. Pedoseion was the one closest to the people of the world. His Dominion was the soil and all that was growing. When veneration for the ancient spirit faded, he withdrew until he was reawakened by sacrificial blood. Horribly tainted by the blood, he lost some of his mind and his connection with the Earth, and the soil gained knowledge of his power and shared his cravings for blood. Only three Kings of Elemental Earth are known to exist.
-->The King of Elemental Earth is a physical manifestation of the wild powers of the Earth. Pedoseion was the one closest to the people of the world. His Dominion was the soil and all that was growing. When veneration for the ancient spirit faded, he withdrew until he was reawakened by sacrificial blood. Horribly tainted by the blood, he lost some of his mind and his connection with the Earth and the soil gained knowledge of his power and shared his cravings for blood. Only three Kings of Elemental Earth are known to exist.

Trolls are robust, humanoid creatures with stone-like skin. Most Trolls live in the wilderness and avoid contact with men. Trolls can survive on a diet of sticks and stones.
-->Trolls are robust, humanoid creatures with stone-like skin. Most trolls live in the wilderness and avoid contact with men. Trolls can survive on a diet of sticks and stones.

Trolls are robust, humanoid creatures with stone-like skin. While most Trolls live in caves in the wilderness, there are some that form small kingdoms under the rule of a mighty Troll King. These Trolls are skilled craftsmen and make weapons and armor from iron. The War Troll is a heavily armed Troll warrior of a King's guard.
-->Trolls are robust, humanoid creatures with stone-like skin. While most trolls live in caves in the wilderness, there are some that form small kingdoms under the rule of a mighty troll king. These trolls are skilled craftsmen and make weapons and armor from iron. The war troll is a heavily armed troll warrior of a king's guard.

Trolls are robust, humanoid creatures with stone-like skin. While most Trolls live in caves in the wilderness, there are some that form small kingdoms under the rule of a mighty Troll King. These Trolls are skilled craftsmen and make weapons and armor from iron. The Troll Moose Knight is a heavily armed elite Troll warrior mounted on a great Moose.
-->Trolls are robust, humanoid creatures with stone-like skin. While most trolls live in caves in the wilderness, there are some that form small kingdoms under the rule of a mighty troll king. These trolls are skilled craftsmen and make weapons and armor from iron. A troll moose knight is a heavily armed elite troll warrior mounted on a great moose.

Trolls are robust, humanoid creatures with stone-like skin. While most Trolls live in caves in the wilderness, there are some that form small kingdoms under the rule of a mighty Troll King. These Kings are skilled craftsmen and powerful Earth mages. Their craftsmanship is rivaled only by the Dwarves of Nidavellir. They don golden armor made in forges in the depths of their mountain halls.
-->Trolls are robust, humanoid creatures with stone-like skin. While most trolls live in caves in the wilderness, there are some that form small kingdoms under the rule of a mighty troll king. These kings are skilled craftsmen and powerful Earth mages. Their craftsmanship is rivaled only by the dwarves of Nidavellir. They don golden armor made in forges in the depths of their mountain halls.

Elementals are projections of raw elemental power given life through strong magic. All Elementals shrink in size and power when severely damaged. There are four kinds of Elementals. Water Elementals can attack by crushing and drowning enemies. They are somewhat resistant to heat and flames. Water Elementals that are summoned in cold climates are composed of ice. Ice Elementals are stronger but slower than normal Water Elementals.
-->Elementals are projections of raw elemental power given life through strong magic. All elementals shrink in size and power when severely damaged. There are four kinds of elementals. Water elementals can attack by crushing and drowning enemies. They are somewhat resistant to heat and flames. Water elementals that are summoned in cold climates are composed of ice. Ice elementals are stronger but slower than normal water elementals.

Elementals are projections of raw elemental power given life through strong magic. All Elementals shrink in size and power when severely damaged. There are four kinds of Elementals. Fire Elementals are ethereal and difficult to harm. They radiate heat and cause severe damage to anyone they attack. Anyone striking at the Elemental will take fire damage.
-->Elementals are projections of raw elemental power given life through strong magic. All elementals shrink in size and power when severely damaged. There are four kinds of elementals. Fire elementals are ethereal and difficult to harm. They radiate heat and cause severe damage to anyone they attack. Anyone striking at the elemental will take fire damage.

Elementals are projections of raw elemental power given life through strong magic. All Elementals shrink in size and power when severely damaged. There are four kinds of Elementals. Earth Elementals can withstand tremendous amounts of damage and trample smaller beings. Their stony bodies regenerate wounds.
-->Elementals are projections of raw elemental power given life through strong magic. All elementals shrink in size and power when severely damaged. There are four kinds of elementals. Earth elementals can withstand tremendous amounts of damage and trample smaller beings. Their stony bodies regenerate wounds.

Elementals are projections of raw elemental power given life through strong magic. All Elementals shrink in size and power when severely damaged. There are four kinds of Elementals. Air Elementals are difficult to damage, can trample smaller beings, and can strike others with lightning.
-->Elementals are projections of raw elemental power given life through strong magic. All elementals shrink in size and power when severely damaged. There are four kinds of elementals. Air elementals are difficult to damage and can trample smaller beings and strike others with lightning.

A Will o' the Wisp is a glowing sphere resembling the light from a bright lantern. In combat, its light increases in size and intensity, burning anyone nearby. It is very difficult to hit the Will o' the Wisp in combat due to its speed and nebulous form.
-->A will o' the wisp is a glowing sphere resembling the light from a bright lantern. In combat, its light increases in size and intensity, burning anyone nearby. It is very difficult to hit the will o' the wisp in combat due to its speed and nebulous form.

A Corpse Candle is a glowing sphere resembling the light from a bright, greenish lantern. In combat, its light increases in size and intensity, and anyone nearby will start to decay. It is very difficult to hit the Corpse Candle in combat due to its speed and nebulous form.
-->A corpse candle is a glowing sphere resembling the light from a bright, greenish lantern. In combat, its light increases in size and intensity and anyone nearby will start to decay. It is very difficult to hit the corpse candle in combat due to its speed and nebulous form.

Fire Drakes are huge, scaly reptiles that are able to breathe fire like Dragons.
-->Fire drakes are huge, scaly reptiles that are able to breathe fire like dragons.

Cave Drakes are huge reptiles that are almost impervious to damage.
-->Cave drakes are huge reptiles that are almost impervious to damage.

Ice Drakes are huge, scaly reptiles that are able to breathe blasts of frost.
-->Ice drakes are huge, scaly reptiles that are able to breathe blasts of frost.

The Sea Serpent is a huge, underwater reptile with a highly venomous bite.
-->The sea serpent is a huge, underwater reptile with a highly venomous bite.

The Amphiptere is a great winged serpent. It can fly and its breath is poisonous.
-->The amphiptere is a great winged serpent. It can fly and its breath is poisonous.

The Scorpion Beast is a massive scorpion with a highly poisonous stinger and a very thick carapace.
-->The scorpion beast is a massive scorpion with a highly poisonous stinger and a very thick carapace.

The Giant Spider is a massive spider with highly poisonous fangs.
-->The giant spider is a massive spider with highly poisonous fangs.

Fire Snakes are large serpents with golden skin. Their smoldering bodies can release blazing flames if they are threatened, and their bite is highly poisonous. Fire Snakes are magical beings and will rout if left without magical leadership.
-->Fire snakes are large serpents with golden skin. Their smoldering bodies can release blazing flames if they are threatened and their bite is highly poisonous. Fire snakes are magical beings and will rout if left without magical leadership.

Black Hawks are large, predatory birds of great cunning. Some are gifted with Glimmers of Intellect. They sometimes form primitive tribes under the leadership of a Great Hawk.
-->Blackhawks are large, predatory birds of great cunning. Some are gifted with glimmers of intellect. They sometimes form primitive tribes under the leadership of a greathawk.

Great Hawks are large black predator birds of uncanny intellect. They are often found in hidden mountain valleys where they impose themselves as rulers over lesser birds.
-->Greathawks are large black predator birds of uncanny intellect. They are often found in hidden mountain valleys where they impose themselves as rulers over lesser birds.

The Great Bear is a magnificent beast. Any lord would be proud to have the head of such a bear hanging on his wall.
-->The great bear is a magnificent beast. Any lord would be proud to have the head of such a bear hanging on his wall.

Angels are divine beings in human form. They are winged and dressed in white robes. The Angels sing praise to the Lord and are surrounded by a radiant aura that intimidates cowardly beings. Angels have partial resistance to lightning and fire.
-->Angels are divine beings in human form. They are winged and dressed in white robes. Angels sing praise to the Lord and are surrounded by a radiant aura that intimidates cowardly beings. Angels have partial resistance to lightning and fire.

A divine being in human form, the Harbinger is winged and armed with a heavenly horn that destroys undead beings and weaker humans. Harbingers are surrounded by a radiant aura that intimidates cowardly beings. They are powerful priests and adept Air mages. Harbingers have partial resistance to lightning and fire.
-->A divine being in human form, the Harbinger is winged and armed with a heavenly horn that destroys undead beings and weaker humans. Harbingers are surrounded by a radiant aura that intimidates cowardly beings. They are powerful priests and adept Air mages. Harbingers have partial resistance to lightning and fire.

The Angel of Fury is the scourge of the Lord, chastizer of the unlawful and destroyer of false prophets. It is dressed in robes smeared with the blood of unrepentant sinners. Anyone striking the Angel of Fury will be punished for his sins and take the damage himself. Angels of Fury are utterly silent and will not command armies. It is an instrument of punishment and its powers are those of retribution, not leadership.
-->The Angel of Fury is the Scourge of the Lord, chastiser of the unlawful and destroyer of false prophets. It is dressed in robes smeared with the blood of unrepentant sinners. Anyone striking the Angel of Fury will be punished for his sins and take the damage himself. Angels of Fury are utterly silent and will not command armies. It is an instrument of punishment and its powers are those of retribution, not leadership.

A divine being in human form, the mighty Arch Angel is winged and armed with a flaming sword that destroys undead beings. Angels are surrounded by a radiant aura that intimidates cowardly beings. Arch Angels are very powerful priests and Fire mages. Arch Angels have partial resistance to lightning and fire.
-->A divine being in human form, the mighty Arch Angel is winged and armed with a flaming sword that destroys undead beings. Angels are surrounded by a radiant aura that intimidates cowardly beings. Arch Angels are very powerful priests and Fire mages. Arch Angels have partial resistance to lightning and fire.

The Seraphim are high servants and heavenly attendants of the Celestial Sphere. They serve the reawakening god as he chose to claim this world as his and proclaim His Glory. They are surrounded by a divine splendour that must be shielded lest it strikes the world with unbearable might. The Seraph has three pairs of wings. The first pair covers the face of the being, the second pair covers its naked feet and the third pair brings the angelic apparition into the air. Anyone striking the Seraph will in turn be struck by awe, fire and blindness. The Seraphim have vast magical and priestly powers.
-->The Seraphim are high servants and heavenly attendants of the Celestial Sphere. They serve the reawakening God as he chose to claim this world as his and proclaim His Glory. They are surrounded by a divine splendour that must be shielded lest it strike the world with unbearable might. The Seraph has three pairs of wings. The first pair covers the face of the being, the second pair covers its naked feet and the third pair brings the angelic apparition into the air. Anyone striking the Seraph will in turn be struck by awe, fire and blindness. The Seraphim have vast magical and priestly powers.

The six Amesha Spentas are divine beings and servants of the Lord. Each spenta represents an aspect of their lord. Vohu Manah is the spenta of animals. He has great powers of Nature and no animal would ever strike against him. He is the principle of intelligence and good thoughts.
-->The six Amesha Spentas are divine beings and servants of the Lord. Each Spenta represents an aspect of their Lord. Vohu Manah is the Spenta of Animals. He has great powers of Nature and no animal would ever strike him. He is the principle of intelligence and good thoughts.

The six Amesha Spentas are divine beings and servants of the Lord. Each spenta represents an aspect of their lord. Asha Vahishta is the spenta of fire. He is the principle of truth and justice. He is the enemy of demons and the wicked.
-->The six Amesha Spentas are divine beings and servants of the Lord. Each Spenta represents an aspect of their Lord. Asha Vahishta is the Spenta of Fire. He is the principle of truth and justice. He is the enemy of demons and the wicked.

The six Amesha Spentas are divine beings and servants of the Lord. Each spenta represents an aspect of their lord. Khshathra Vairya is the spenta of the stone sky and the metals. He is the principle of divine dominion, righteous power and self-control.
-->The six Amesha Spentas are divine beings and servants of the Lord. Each Spenta represents an aspect of their Lord. Khshathra Vairya is the Spenta of the Stone Sky and Metals. He is the principle of divine dominion, righteous power and self-control.

The six Amesha Spentas are divine beings and servants of the Lord. Each spenta represents an aspect of their lord. Ameretat is the spenta of the Plants. She is the principle of deathlessness and immortality. Like a plant in spring she will be reborn when she has died.
-->The six Amesha Spentas are divine beings and servants of the Lord. Each Spenta represents an aspect of their Lord. Ameretat is the Spenta of Plants. She is the principle of deathlessness and immortality. Like a plant in spring, she will be reborn when she has died.

The six Amesha Spentas are divine beings and servants of the Lord. Each spenta represents an aspect of their lord. Haurvatat is the spenta of Waters. She is the principle of wholeness, health and perfection. She has the power to heal the wounded and mend afflictions.
-->The six Amesha Spentas are divine beings and servants of the Lord. Each Spenta represents an aspect of their Lord. Haurvatat is the Spenta of Waters. She is the principle of wholeness, health and perfection. She has the power to heal the wounded and mend afflictions.

The six Amesha Spentas are divine beings and servants of the Lord. Each spenta represents an aspect of their lord. Spenta Armaiti is the spenta of the Earth. She is the principle of fertility, serenity and devotion.
-->The six Amesha Spentas are divine beings and servants of the Lord. Each Spenta represents an aspect of their Lord. Spenta Armaiti is the Spenta of the Earth. She is the principle of fertility, serenity and devotion.

Ether Warriors are members of a race of large, humanoid beings that were banished from this world in ancient times. Their wars drained the world of Arcana, and they were forced to enter other realms of existence in order to continue their clan wars. The lesser races and their gods sealed the astral gates behind the Ether Warriors to ensure the safety of the world. Ether Warriors are powerful beings and can live for centuries unless slain in battle. All members of the race are ethereal and very difficult to harm with non-magical weapons. Ether Warriors use Moon Blades, magical swords that cause additional damage to magical beings. Ether Warriors are magical beings and cannot be commanded by mere mortals.
-->Ether warriors are members of a race of large, humanoid beings that were banished from this world in ancient times. Their wars drained the world of Arcana and they were forced to enter other realms of existence in order to continue their clan wars. The lesser races and their gods sealed the astral gates behind the ether warriors to ensure the safety of the world. Ether warriors are powerful beings and can live for centuries unless slain in battle. All members of the race are ethereal and very difficult to harm with non-magical weapons. Ether warriors use Moon Blades, magical swords that cause additional damage to magical beings. Ether warriors are magical beings and cannot be commanded by mere mortals.

The Ether Lord is an ancient mage and clan leader of the Ether Warriors. It was the Ether Lords who had drained the world of Arcana and led their clans into their otherworldly realm to continue their clan wars. Ether Lords are ethereal and very difficult to harm with non-magical weapons. Ether Lords use Moon Lances, magical spears that cause additional damage to magical beings. Ether Lords are powerful wielders of Astral magic as well as Death magic.
-->An ether lord is an ancient mage and clan leader of the ether warriors. It was the ether lords who had drained the world of Arcana and led their clans into their otherworldly realm to continue their clan wars. Ether lords are ethereal and very difficult to harm with non-magical weapons. Ether lords use Moon Lances, magical spears that cause additional damage to magical beings. Ether lords are powerful wielders of Astral magic as well as Death magic.

The skeletal Longdead Archer is armed with a horrible bow that fires banefire arrows. The sickly, green flame of the banefire will cause the flesh of those burnt to rot and shrivel.
-->The skeletal longdead archer is armed with a horrible bow that fires banefire arrows. The sickly, green flame of the banefire will cause the flesh of those burnt to rot and shrivel.

Admiral Torgrin was a true butcher during his life. When he finally was slain, he rose from the dead and continued slaughtering the living as an undead. His new state of unlife has made him even more powerful, and he is now all but impossible to stop.
-->Admiral Torgrin was a true butcher during his life. When he was finally slain, he rose from the dead and continued slaughtering the living as an undead. His new state of unlife has made him even more powerful and he is now all but impossible to stop.

The Damned Buccaneer is a skeletal warrior of the damned fleet of Admiral Torgrin.
-->The Damned Buccaneer is a skeletal warrior of the Damned Fleet of Admiral Torgrin.

A Revenant is a corpse possessed by a spirit from the Underworld. It has some knowledge of the black arts due to its nature.
-->A revenant is a corpse possessed by a spirit from the Underworld. Due to its nature, it has some knowledge of the black arts.

The Bane Lord is an ancient hero serving as a general of the Underworld. The hero has now been reawakened to serve a Necromancer. The Bane Lord is armed with a horrible Bane Blade. Bane Lords are so closely connected with the Netherworld that they are surrounded by a wind of numbing cold.
-->The Bane Lord is an ancient hero serving as a general of the Underworld. The hero has now been reawakened to serve a necromancer. The Bane Lord is armed with a horrible Bane Blade. Bane Lords are so closely connected with the Netherworld that they are surrounded by a wind of numbing cold.

The Shura, or Warrior Ghost, is the vengeful ghost of a general slain by treason. It is summoned from the underworld to once again bring war and strife to his former lands. The Shura appears as a horrible ghostly samurai armed with a sickly green blade that causes living bodies to shrivel and die.
-->The Shura, or Warrior Ghost, is the vengeful ghost of a general slain by treason. It is summoned from the Underworld to once again bring war and strife to its former lands. The Shura appears as a horrible ghostly samurai armed with a sickly green blade that causes living bodies to shrivel and die.

A warrior of the Underworld reawakened to serve a Necromancer, the Wight is armed with a Bane Blade that will cause wounds to fester and flesh to shrivel. Wights are so closely connected with the Netherworld that they are surrounded by a wind of numbing cold. Wights are corporeal undead with leathery bodies that can withstand much damage.
-->A warrior of the Underworld reawakened to serve a necromancer, the wight is armed with a Bane Blade that will cause wounds to fester and flesh to shrivel. Wights are so closely connected with the Netherworld that they are surrounded by a wind of numbing cold. Wights are corporeal undead with leathery bodies that can withstand much damage.

The unfrozen are ancient undead warriors once imprisoned in glacial ice. They have now been freed by an evil mage. The unfrozen have bony leathery bodies that withstand damage well. The unfrozen lord fights with ancient Bane Blades that causes mortal flesh to decay. The unfrozen are constantly surrounded by a wind of numbing cold.
-->The unfrozen are ancient undead warriors once imprisoned in glacial ice. They have now been freed by an evil mage. The unfrozen have bony leathery bodies that withstand damage well. Unfrozen lords fight with an ancient Bane Blades that causes mortal flesh to decay. The unfrozen are constantly surrounded by a wind of numbing cold.

The unfrozen are ancient undead warriors once imprisoned in glacial ice. They have now been freed by an evil mage. Unfrozen Mages are skilled in Death, Water and Earth magic. The unfrozen have bony leathery bodies that withstand damage well. The unfrozen are constantly surrounded by a wind of numbing cold.
-->The unfrozen are ancient undead warriors once imprisoned in glacial ice. They have now been freed by an evil mage. Unfrozen mages are skilled in Death, Water and Earth magic. The unfrozen have bony leathery bodies that withstand damage well. The unfrozen are constantly surrounded by a wind of numbing cold.

The Lammashta is an angelic being of hideous appearance who serves the Lord of the Underworld as an executioner. The Lammashta appears as a semi-transparent, winged female drenched in blood. They wield Wraith Swords that drain the life from the beings they strike. The Lammashta is ethereal and can fly.
-->Lammashtas are angelic beings of hideous appearance who serve the Lord of the Underworld as executioners. Lammashtas appear as semi-transparent, winged females drenched in blood. They wield Wraith Swords that drain the life from the beings they strike. Lammashtas are ethereal and can fly.

The Handmaiden of Death is an angelic being of hideous appearance. She once served the Lord of the Underworld as an executioner but has joined the Black Coven for personal gain. The Handmaiden of Death appears as a semi-transparent, winged female drenched in blood. She wields a Wraith Sword that drains the life from those it strikes.
-->The Handmaiden of Death is an angelic being of hideous appearance. She once served the Lord of the Underworld as an executioner, but has joined the Black Coven for personal gain. The Handmaiden of Death appears as a semi-transparent, winged female drenched in blood. She wields a Wraith Sword that drains the life from those it strikes.

The Ashen Angel is an angelic avenger commanded by the Lord of the Underworld. They cannot be summoned by any means and will only arrive to punish those who have broken the Laws of the Underworld. The Ashen Angel has the general appearance of a decaying corpse with skeletal bat wings, wielding a greenish Bane Blade.
-->The Ashen Angel is an angelic avenger commanded by the Lord of the Underworld. Ashen Angels cannot be summoned by any means and will only arrive to punish those who have broken the Laws of the Underworld. The Ashen Angel has the general appearance of a decaying corpse with skeletal bat wings, wielding a greenish Bane Blade.

Shade Beasts are black hounds with bared skulls who wander the Shadow Lands between the physical world and the Underworld in search of lost souls. They are ethereal and stealthy and can avoid detection.
-->Shade beasts are black hounds with bared skulls that wander the Shadow Lands between the physical world and the Underworld in search of lost souls. They are ethereal and stealthy and can avoid detection.

Black Servants are apparitions from the Shadow Lands between the physical world and the Underworld. Ethereal and stealthy, they are summoned by necromancers to serve as scouts.
-->Black servants are apparitions from the Shadow Lands between the physical world and the Underworld. Ethereal and stealthy, they are summoned by necromancers to serve as scouts.

The Mound Fiend is the spectre of an ancient Priest King of a death cult. The Mound Fiend can reanimate the recently dead and can curse the living with the Hunger. They are powerful mages of death and are always surrounded by a wind as cold as an empty grave. The Mound Fiend is a spectre, and thus ethereal and able to enter the sea.
-->The mound fiend is the spectre of an ancient priest-king of a death cult. The mound fiend can reanimate the recently dead and can curse the living with the Hunger. They are powerful mages of Death and are always surrounded by a wind as cold as an empty grave. The mound fiend is a spectre and thus ethereal and able to enter the sea.

The Spectral Mage is the soul of a mage returned from the Underworld. The mage has knowledge of Death magic due to his time spent in the Underworld. Spectres are ethereal and able to enter the sea.
-->The spectral mage is the soul of a mage returned from the Underworld. The mage has knowledge of Death magic due to his time spent in the Underworld. Spectres are ethereal and able to enter the sea.

The Wight Mage is the corpse of a Necromancer strong enough to avoid death itself. The dried and leathery body is stronger than it was in life. The Wight Mage is constantly surrounded by an icy wind.
-->The wight mage is the corpse of a necromancer strong enough to avoid death itself. The dried and leathery body is stronger than it was in life. The wight mage is constantly surrounded by an icy wind.

The Mummy is a dead hero brought back from the dead with the dark Ritual of Rebirth. The dried and leathery body is stronger than it was in life and retains all magical powers. The Mummy is constantly surrounded by a horrible Wind of Leprosy.
-->The mummy is a dead hero brought back from the dead with the dark Ritual of Rebirth. The dried and leathery body is stronger than it was in life and retains all magical powers. The mummy is constantly surrounded by a horrible Wind of Leprosy.

The Giant Mummy is a dead giant brought back from the dead with the dark Ritual of Rebirth. The dried and leathery body is stronger than it was in life and retains all magical powers. The Mummy is constantly surrounded by a horrible Wind of Leprosy.
-->The giant mummy is a dead giant brought back from the dead with the dark Ritual of Rebirth. The dried and leathery body is stronger than it was in life and retains all magical powers. The mummy is constantly surrounded by a horrible Wind of Leprosy.

The Divine Mummy is a dead god or giant brought back from the dead with the dark Ritual of Rebirth. The dried and leathery body is stronger than it was in life and retains all magical powers. The Mummy is constantly surrounded by a horrible Wind of Leprosy.
-->The divine mummy is a dead god or giant brought back from the dead with the dark Ritual of Rebirth. The dried and leathery body is stronger than it was in life and retains all magical powers. The mummy is constantly surrounded by a horrible Wind of Leprosy.

The Demilich is the dried husk of a mage adept in Death magic that has been subjected to the Lichcraft ritual. By removing the viscera and hiding it outside the body of the Demilich, the caster can ensure the immortality and loyalty of the Demilich. Should the body of the Demilich be physically destroyed, a new one is formed from the dust of dead humans.
-->The demilich is the dried husk of a mage adept in Death magic that has been subjected to the Lichcraft ritual. By removing the viscera and hiding it outside the body of the demilich, the caster can ensure the immortality and loyalty of the demilich. Should the body of the demilich be physically destroyed, a new one is formed from the dust of dead humans.

The Wraith Lord is the spirit of an ancient lord summoned from the Underworld to take physical form. Wraith Lords are immortal and will return from the Land of the Dead if slain in battle.
-->The wraith lord is the spirit of an ancient lord summoned from the Underworld to take physical form. Wraith lords are immortal and will return from the Land of the Dead if slain in battle.

The Behemoth is a dead, rotting elephant controlled by the undead mage who sits upon it. The direct control of the spirit gives the Behemoth a high magic resistance. As all the mage's energies are used in controlling and preserving the beast, the mage is unable to cast spells.
-->The behemoth is a dead, rotting elephant controlled by the undead mage who sits upon it. The direct control of the spirit gives the behemoth a high magic resistance. As all the mage's energies are used in controlling and preserving the beast, the mage is unable to cast spells.

The Leviathan is a dead, rotting Asp Turtle given false life by a necromancer. The beast is possessed by a spirit from the underworld. It can only be created in the sea, but it can crawl up on dry land.
-->The leviathan is a dead, rotting asp turtle given false life by a necromancer. The beast is possessed by a spirit from the Underworld. It can only be created in the sea, but it can crawl up on dry land.

The Ziz is a dead, rotting Great Eagle given false life by a necromancer. The beast is possessed by a spirit from the underworld. It is enchanted with Air magic and can fly.
-->The ziz is a dead, rotting great eagle given false life by a necromancer. The beast is possessed by a spirit from the Underworld. It is enchanted with Air magic and can fly.

The Longdead Archers are skeletal warriors of ancient times, reanimated to do battle against the living. They have been equipped with magic bows fueled with the hatred for those who slew them. When fired, the arrows will burst into the green flames of banefire. The Longdead are skilled, but their bones are brittle. They do not rout unless their master is killed. The Longdead are mindless and will quickly dissolve if they are broken on the battlefield.
-->Longdead archers are skeletal warriors of ancient times, reanimated to do battle against the living. They have been equipped with magic bows fueled with their hatred for those who slew them. When fired, the arrows will burst into the green flames of banefire. The longdead are skilled, but their bones are brittle. They do not rout unless their master is killed. The longdead are mindless and will quickly dissolve if they are broken on the battlefield.

The Eater of the Dead is a huge, amorphous mass of semi-liquefied, dead flesh. Arms, legs, and half-melted heads are extended and retracted from the putrid mass, surrounded by an overpowering smell of decay. The Eater of the Dead was once banished to the Void by the previous Pantokrator. Now some foolish mage has recalled it in the vain hope that it can be controlled. The Eater of the Dead will follow commands as long as they are not allowed to feast on too much flesh and grow to its previous full power. The Eater of the Dead will consume unburied corpses in order to grow in power.
-->The Eater of the Dead is a huge, amorphous mass of semi-liquefied, dead flesh. Arms, legs and half-melted heads are extended and retracted from the putrid mass, surrounded by an overpowering smell of decay. The Eater of the Dead was once banished to the Void by the previous Pantokrator. Now some foolish mage has recalled it in the vain hope that it can be controlled. The Eater of the Dead will follow commands as long as it is not allowed to feast on too much flesh and grow to its previous full power. The Eater of the Dead will consume unburied corpses in order to grow in power.

An ancient god released from its imprisonment in Tartarus, the Titan has tremendous power, but is likely to be insane after suffering aeons of perpetual pain. The body of the ancient god is dead, but its willpower keeps it alive in a state of constant decay.
-->An ancient god released from its imprisonment in Tartarus, the titan has tremendous power, but is likely to be insane after suffering aeons of perpetual pain. The body of the ancient god is dead, but its willpower keeps it alive in a state of constant decay.

An ancient spirit of the Underworld released from its imprisonment in Tartarus, the spirit has tremendous power, but is likely to be insane after suffering aeons of perpetual pain. The body of the Spirit is composed of bones, stone, and earth.
-->An ancient spirit of the Underworld released from its imprisonment in Tartarus, the spirit has tremendous power, but is likely to be insane after suffering aeons of perpetual pain. The body of the spirit is composed of bones, stone and earth.

An ancient god released from its imprisonment in Tartarus, the Monstrum has tremendous power, but is likely to be insane after suffering aeons of perpetual pain. The body of the ancient god is dead, but its willpower keeps it alive in a state of constant decay.
-->An ancient god released from its imprisonment in Tartarus, the monstrum has tremendous power, but is likely to be insane after suffering aeons of perpetual pain. The body of the ancient god is dead, but its willpower keeps it alive in a state of constant decay.

An ancient god released from its imprisonment in Tartarus, the Monstra has tremendous power, but is likely to be insane after suffering aeons of perpetual pain. The body of the ancient god is dead, but its willpower keeps it alive in a state of constant decay.
-->An ancient god released from its imprisonment in Tartarus, the monstra has tremendous power, but is likely to be insane after suffering aeons of perpetual pain. The body of the ancient god is dead, but its willpower keeps it alive in a state of constant decay.

An ancient god released from its imprisonment in Tartarus, the Cyclops has tremendous powers, but is likely to be insane after suffering aeons of perpetual pain. The body of the ancient god is dead, but its willpower keeps it alive in a state of constant decay. The Cyclopes serve as smiths in Tartarus and make enchanted weapons and thunder bolts for the Lord of the Underworld.
-->An ancient god released from its imprisonment in Tartarus, the cyclops has tremendous power, but is likely to be insane after suffering aeons of perpetual pain. The body of the ancient god is dead, but its willpower keeps it alive in a state of constant decay. The cyclopes serve as smiths in Tartarus and make enchanted weapons and thunder bolts for the Lord of the Underworld.

Carcator is a Pocket Lich. In fact, he is the only known existing Pocket Lich. Several hundred years ago, an unimaginably powerful entity tore off the head of a bothersome Lich, shrunk the head, and bound the will of the Lich to the head. Carcator's head is now the size of a large apple, and the magic that binds his will forces him to serve the possessor of his head to the best of his abilities. Carcator has become increasingly grumpy over the years, and spits and whispers foul curses at anyone nearby.
-->Carcator is a pocket lich. In fact, he is the only known existing pocket lich. Several hundred years ago, an unimaginably powerful entity tore off the head of a bothersome lich, shrunk the head and bound the will of the lich to the head. Carcator's head is now the size of a large apple and the magic that binds his will forces him to serve the possessor of his head to the best of his abilities. Carcator has become increasingly grumpy over the years and spits and whispers foul curses at anyone nearby.

The Tupilak is an artificial animal made from various animal cadavers. It is able to take the appearence and attributes of any of its composite parts. Most Tupilaks are made from bears, ravens, seals and reindeer. This gives the Tupilak battle prowess and the ability of flight. After it has been created it is given the task of hunting down and killing a specific enemy commander. Then the Tupilak will fly, run and swim across the world in order to find its prey and kill it.
-->A tupilak is an artificial animal made from various animal cadavers. It is able to take the appearance and attributes of any of its composite parts. Most tupilaks are made from bears, ravens, seals and reindeer. This gives the tupilak battle prowess and the ability of flight. After it has been created it is given the task of hunting down and killing a specific enemy commander. Then the tupilak will fly, run and swim across the world in order to find its prey and kill it.

The Ivy King is an ancient and exalted Vine Ogre. The Ivy Kings lived long before the coming of man, but fell into a deep slumber ages ago. The Vine Men followed their Kings to sleep and were all but forgotten. Now Druids and powerful mages have discovered the means to reawaken Vine Men and their Kings. The Ivy King is skilled in Nature magic, and Vine Men and Vine Ogres come in greater numbers when summoned by an Ivy King.
-->An Ivy King is an ancient and exalted vine ogre. The Ivy Kings lived long before the coming of man, but fell into a deep slumber ages ago. The vine men followed their Kings to sleep and were all but forgotten. Now druids and powerful mages have discovered the means to reawaken vine men and their Kings. The Ivy King is skilled in Nature magic and vine men and vine ogres come in greater numbers when summoned by an Ivy King.

Vine Ogres are strange, humanoid beings composed of vines, roots, and moss. They are twice as tall as any human and will not rout from battle. They live in deep forest thickets and do not venture outside of woods unless summoned by strong magic. The Vine Ogres are practically mindless and serve their master unerringly.
-->Vine ogres are strange, humanoid beings composed of vines, roots and moss. They are twice as tall as any human and will not rout from battle. They live in deep forest thickets and do not venture outside of woods unless summoned by strong magic. Vine ogres are practically mindless and serve their master unerringly.

Vine Men are strange beings composed of vines, roots, and moss. They resemble humans but are totally mindless. They live in deep forest thickets and do not venture far unless summoned by magic.
-->Vine men are strange beings composed of vines, roots and moss. They resemble humans but are totally mindless. They live in deep forest thickets and do not venture far unless summoned by magic.

The Sleepers are human heroes of exeptional size and prowess, armed with ancient weapons. They wait for the final cataclysmic battle that will decide the fate of the world. The Sleepers are exceptionally good generals, and soldiers under their command will rarely rout from battle.
-->Sleepers are human heroes of exeptional size and prowess, armed with ancient weapons. They wait for the final cataclysmic battle that will decide the fate of the world. The Sleepers are exceptionally good generals and soldiers under their command will rarely rout from battle.

A Kithaironic Lion is a mythical lion with extraordinarily thick hide.
-->A Kithaironic lion is a mythical lion with an extraordinarily thick hide.

The Great Lion is a large and ferocious lion.
-->The great lion is a large and ferocious lion.

Life underneath the waves corresponds in many ways to that on dry land. The Sea Lion is a great aquatic lion with a fish tail instead of hind quarters. They are ferocious predators.
-->Life underneath the waves corresponds in many ways to that on dry land. The sea lion is a great aquatic lion with a fish tail instead of hind quarters. They are ferocious predators.

Life underneath the waves corresponds in many ways to that on dry land. The Sea Dog is a dog with webbed feet and fish scales instead of fur. They are amphibious and roam the shorelines at night.
-->Life underneath the waves corresponds in many ways to that on dry land. The sea dog is a dog with webbed feet and fish scales instead of fur. They are amphibious and roam the shorelines at night.

Life underneath the waves corresponds in many ways to that on dry land. The Sea Stag is a great aquatic stag with a fish tail instead of hind quarters.
-->Life underneath the waves corresponds in many ways to that on dry land. The sea stag is a great aquatic stag with a fish tail instead of hind quarters.

The Couatl is a mythical serpent with feathery wings. They avoid contact with civilized man and are rarely sighted. They are sacred in C'tis and Mictlan and are powerful mages and priests.
-->The Couatl are mythical serpents with feathery wings. They avoid contact with civilized man and are rarely sighted. They are sacred in C'tis and Mictlan and are powerful mages and priests.

Ancient trees are sometimes inhabited by spirits that can manifest themselves as beautiful women. These spirits are known as Hama Dryads. Hama Dryads are stunningly beautiful, and few mortals would willingly harm them. Hama Dryads are ethereal and regenerate wounds as long as their tree is not destroyed. They never leave the province they are summoned to.
-->Ancient trees are sometimes inhabited by spirits that can manifest themselves as beautiful women. These spirits are known as hamadryads. Hamadryads are stunningly beautiful and few mortals would willingly harm them. Hamadryads are ethereal and regenerate wounds as long as their tree is not destroyed. They never leave the province they are summoned to.

Lamias are deadly serpent women able to regenerate their wounds at an amazing rate. If a Lamia is killed, she will transform herself into a black serpent and continue fighting. However, if the serpent woman is killed in her snake form, she will stay dead.
-->Lamias are deadly serpent women capable of regenerating their wounds at an amazing rate. If a lamia is killed, she will transform herself into a black serpent and continue fighting. However, if the serpent woman is killed in her snake form, she will stay dead.

An ancient Lamia sorceress of great powers, she carries an Oath Rod that will destroy the minds of those it strikes. The Lamia Queen is able to regenerate her wounds at an amazing rate. If a Lamia Queen is killed, she will transform herself into a black serpent and continue fighting. However, if the serpent woman is killed in her snake form, she will stay dead.
-->An ancient lamia sorceress of great power, she carries an Oath Rod that will destroy the minds of those it strikes. The Lamia Queen is able to regenerate her wounds at an amazing rate. If a Lamia Queen is killed, she will transform herself into a black serpent and continue fighting. However, if the serpent woman is killed in her snake form, she will stay dead.

The Black Serpent is the serpent form of a Lamia. It regenerates more than half its hit points each round of combat and has a highly venomous bite.
-->The black serpent is the serpent form of a lamia. It regenerates more than half its hit points each round of combat and has a highly venomous bite.

The Serpent Queen is the serpent form of a Lamia Queen. It regenerates more than half its hit points each round of combat and has a highly venomous bite.
-->The Serpent Queen is the serpent form of a Lamia Queen. It regenerates more than half its hit points each round of combat and has a highly venomous bite.

The winged monkeys are strange beings that are often used as messengers and carriers. Sometimes mages summon them to snatch people away.
-->Winged monkeys are strange beings that are often used as messengers and carriers. Sometimes mages summon them to snatch people away.

The Sprite is a small faerie with insect wings. Sprites can fire Elf Shots that will make their targets fall asleep. Sprites are magical beings.
-->A sprite is a small faerie with insect wings. Sprites can fire Elf Shots that will make their targets fall asleep. Sprites are magical beings.

A Boar is a wild pig capable of killing those who are not well armed. Boars are not brought into battle, but soldiers may become transformed into swine as a result of a magical curse.
-->A boar is a wild pig capable of killing those who are not well armed. Boars are not brought into battle, but soldiers may become transformed into swine as the result of a magical curse.

Bog Beasts are large, cold-blooded beasts that live in bogs and marshes. They can spit poison and are at all times surrounded by noxious fumes.
-->Bog beasts are large, cold-blooded beasts that live in bogs and marshes. They can spit poison and are surrounded by noxious fumes at all times.

The Treelords are ancient living trees that once were vibrant and very powerful. Now they are dormant, getting slower of body and mind with every passing year. These decaying Treelords can be reawakened by the use of Nature magic. A reawakened Treelord will serve its awakener until it dies. Treelords have very long lifespans. They are sacred to Vine Men, and as a result, Treelords can reawaken Vine Men in greater numbers than can other mages. There are three Treelords remaining to be reawakened.
-->The Treelords are ancient living trees that once were vibrant and very powerful. Now they are dormant, getting slower of body and mind with every passing year. These decaying Treelords can be reawakened by the use of Nature magic. A reawakened Treelord will serve its awakener until it dies. Treelords have very long lifespans. They are sacred to vine men and as a result, Treelords can reawaken vine men in greater numbers than can other mages. There are three Treelords remaining to be reawakened.

Mighty woodland beings appearing as a beautiful females with butterfly wings, Faery Queens are skilled mages of Nature and Air and can summon Sprites. They are masters of illusions and are able to heal wounded men from their afflictions.
-->Mighty woodland beings appearing as a beautiful females with butterfly wings, Faery Queens are skilled mages of Nature and Air and can summon sprites. They are masters of illusion and are able to heal wounded men of their afflictions.

The Erinyes are three horrible spirits of vengeance that punish those who slay innocent women. In elder times they upheld the ban against blood magic, but they have since returned to the darkness whence they came. The three sisters are dressed in dark or blood splattered robes and wield weapons of vengeance. Tears of poisonous blood stream from their eyes and their breath is unbearable. Their hair is full of poisonous serpents and they have wings of bronze. They are called the kindly ones, but their names are Avenger of Murder, Grudging Anger and Unrelenting One. Alecto, Grudging Anger, wields a torch that causes madness and strife.
-->The Erinyes are three horrible spirits of vengeance that punish those who slay innocent women. In elder times they upheld the ban against Blood magic, but they have since returned to the darkness whence they came. The three sisters are dressed in dark or blood splattered robes and wield weapons of vengeance. Tears of poisonous blood stream from their eyes and their breath is unbearable. Their hair is full of poisonous serpents and they have wings of bronze. They are called the Kindly Ones, but their names are the Avenger of Murder, the Grudging Anger and the Unrelenting One. Alecto, the Grudging Anger, wields a torch that causes madness and strife.

The Erinyes are three horrible spirits of vengeance that punish those who slay innocent women. In elder times they upheld the ban against blood magic, but they have since returned to the darkness whence they came. The three sisters are dressed in dark or blood splattered robes and wield weapons of vengeance. Tears of poisonous blood stream from their eyes and their breath is unbearable. Their hair is full of poisonous serpents and they have wings of bronze. They are called the kindly ones, but their names are Avenger of Murder, Grudging Anger and Unrelenting One. Megeara, the unrelenting one, wields a scourge that destroys the flesh of sinners.
-->The Erinyes are three horrible spirits of vengeance that punish those who slay innocent women. In elder times they upheld the ban against Blood magic, but they have since returned to the darkness whence they came. The three sisters are dressed in dark or blood splattered robes and wield weapons of vengeance. Tears of poisonous blood stream from their eyes and their breath is unbearable. Their hair is full of poisonous serpents and they have wings of bronze. They are called the Kindly Ones, but their names are the Avenger of Murder, the Grudging Anger and the Unrelenting One. Megeara, the Unrelenting One, wields a scourge that destroys the flesh of sinners.

The Erinyes are three horrible spirits of vengeance that punish those who slay innocent women. In elder times they upheld the ban against blood magic, but they have since returned to the darkness whence they came. The three sisters are dressed in dark or blood splattered robes and wield weapons of vengeance. Tears of poisonous blood stream from their eyes and their breath is unbearable. Their hair is full of poisonous serpents and they have wings of bronze. They are called the kindly ones, but their names are Avenger of Murder, Grudging Anger and Unrelenting One. Tisiphone, the avenger of murder, sits by the throne of Tartarus and her touch is doom.
-->The Erinyes are three horrible spirits of vengeance that punish those who slay innocent women. In elder times they upheld the ban against Blood magic, but they have since returned to the darkness whence they came. The three sisters are dressed in dark or blood splattered robes and wield weapons of vengeance. Tears of poisonous blood stream from their eyes and their breath is unbearable. Their hair is full of poisonous serpents and they have wings of bronze. They are called the Kindly Ones, but their names are the Avenger of Murder, the Grudging Anger and the Unrelenting One. Tisiphone, the Avenger of Murder, sits by the Throne of Tartarus and her touch is doom.

The Tarrasque is an ancient, poison-breathing dragon of tremendous size. It has been reawakened by some mad mage who hopes that it will aid him in battle. The Tarrasque regenerates wounds, has an incredibly thick hide, and is constantly surrounded by noxious vapors.
-->A tarrasque is an ancient, poison-breathing dragon of tremendous size. It has been reawakened by some mad mage who hopes that it will aid him in battle. The tarrasque regenerates wounds, has an incredibly thick hide and is constantly surrounded by noxious vapors.

The Sirrush is a wingless dragon sacred to the Lizards of C'tis and the priestesses of Arcoscephale. It has a scaled body, paws of a lion, hind legs of an eagle and a serpent tail. Some claim it is the most ancient of all dragon kin.
-->A sirrush is a wingless dragon sacred to the Lizards of C'tis and the priestesses of Arcoscephale. It has a scaled body, paws of a lion, hind legs of an eagle and a serpent tail. Some claim it is the most ancient of all dragon-kin.

The Catoblepas is a horrible bull beast that lives in deep swamps. The breath of a catoblepas is poisonous and its gaze is death.
-->A catoblepas is a horrible bull beast that lives in deep swamps. The breath of a catoblepas is poisonous and its gaze is death.

This huge fish lives only in the deepest gorges of the ocean. When it is hunting it will light up its antenna to lure the prey to come close. When the prey comes close it will open its enormous mouth and swallow the prey whole. This works best against preys that are smaller than the monster fish, but it also has some sharp teeth to use against the really large opponents that can be found in the oceans.
-->This huge fish lives only in the deepest gorges of the ocean. When it is hunting, it will light up its antenna to lure the prey to come close. When the prey comes close it will open its enormous mouth and swallow the prey whole. This works best against prey animals that are smaller than the monster fish, but it also has some sharp teeth to use against the really large opponents that can be found in the oceans.

The Phantasmal Knight is an illusion of a knight. The Phantasm is elusive and difficult to hit, but once hit, it will be destroyed. The weapons of a Phantasm are unreal and will only harm those believing them to be real.
-->A phantasmal knight is an illusion of a knight. The phantasm is elusive and difficult to hit, but once hit, it will be destroyed. The weapons of a phantasm are unreal and will only harm those believing them to be real.

The Phantasmal Warrior is an illusion of a warrior. The Phantasm is elusive and difficult to hit, but once hit, it will be destroyed. The weapons of a Phantasm are unreal and will only harm those believing them to be real.
-->A phantasmal warrior is an illusion of a warrior. The phantasm is elusive and difficult to hit, but once hit, it will be destroyed. The weapons of a phantasm are unreal and will only harm those believing them to be real.

The Phantasmal Beast is an illusion of a hideous being. The Phantasm is elusive and difficult to hit, but once hit, it will be destroyed. The weapons of a Phantasm are unreal and will only harm those believing them to be real.
-->A phantasmal beast is an illusion of a hideous being. The phantasm is elusive and difficult to hit, but once hit, it will be destroyed. The weapons of a phantasm are unreal and will only harm those believing them to be real.

The Phantasmal Wolf is an illusion of a wolf. The Phantasm is elusive and difficult to hit, but once hit, it will be destroyed. The weapons of a Phantasm are unreal and will only harm those believing them to be real.
-->A phantasmal wolf is an illusion of a wolf. The phantasm is elusive and difficult to hit, but once hit, it will be destroyed. The weapons of a phantasm are unreal and will only harm those believing them to be real.

Shudul Cthuda is an old and exalted Consort given the honorary title of Prince. He has led the Mother Guard of Great Alud and sired many a young Atlantian. His blackened skin is encrusted with impressive scale warts, and his legendary battle prowess virtually ensures that he will be chosen as the next Seer King.
-->Shudul Cthuda is an old and exalted Consort given the honorary title of Prince. He has led the Mother Guard of Great Alud and sired many a young Atlantian. His blackened skin is encrusted with impressive scale warts and his legendary battle prowess virtually ensures that he will be chosen as the next Seer King.

Chuddar Kadul is one of the most ancient of the mage kings that rule Atlantis. He was the first to teach humans the secrets of the deep and has trained many a young initiate at the Coral Towers. Chuddar Kadul is rumored to have learned arcane magic from an old Starspawn who hides in a secret vault beneath the Coral Towers.
-->Chuddar Kadul is one of the most ancient of the mage kings who rule Atlantis. He was the first to teach humans the secrets of the deep and has trained many a young initiate at the Coral Towers. Chuddar Kadul is rumored to have learned arcane magic from an old Starspawn who hides in a secret vault beneath the Coral Towers.

The Patriarch is the highest ranking priest of the Empire. Bartholomeus was trained as a Theurg in the Cathedral of the Spheres, and after years of manipulating and assassinating his chief rivals, has he been elected by the Emerald Council to take the Holy Seat. Now he commands the vast powers of the Theurg communion.
-->The Patriarch is the highest ranking priest of the Empire. Bartholomeus was trained as a Theurg in the Cathedral of the Spheres and after years of manipulating and assassinating his chief rivals, he has been elected by the Emerald Council to take the Holy Seat. Now he commands the vast power of the Theurg communion.

The Master of the Games is an old Gladiator who has remained with the legion after he was granted freedom. He is almost unequaled in combat but is a rather poor leader.
-->The Master of the Games is an old gladiator who has remained with the legion after he was granted freedom. He is almost unequaled in combat but is a rather poor leader.

Marius Lorca was born the son of a lowly peasant. He enlisted in the legions and gained the rank of Centurion. When he single-handedly saved the Emperor from the daggers of a dozen assassins, he was placed in the Emerald Guard. He became the first low-born Emerald Lord and served the Emperor proudly until he was seduced by the Empress, who had the Emperor murdered and then discarded Marius Lorca. As a result, he vowed to avoid the politics and machinations of the Imperial court, and painted his armor black and joined the Pythian war machine. Marius is called the Black Emerald in the legion and has become a living legend.
-->Marius Lorca was born the son of a lowly peasant. He enlisted in the legions and gained the rank of Centurion. When he single-handedly saved the Emperor from the daggers of a dozen assassins, he was placed in the Emerald Guard. He became the first low-born Emerald Lord and served the Emperor proudly until he was seduced by the Empress, who had the Emperor murdered and then discarded Marius Lorca. As a result, he vowed to avoid the politics and machinations of the Imperial court, painted his armor black and joined the Pythian war machine. Marius is called the Black Emerald in the legion and has become a living legend.

Hierogallus is an old Serpent Lord with greying temples and a balding head. He wears an ancient steel armor instead of a gilded one and prefers the company of his Serpent to that of his fellow soldiers. Unsocial at best, he is still respected and commands great authority.
-->Hierogallus is an old Serpent Lord with greying temples and a balding head. He wears an ancient steel armor instead of a gilded one and prefers the company of his serpent to that of his fellow soldiers. Unsocial at best, he is still respected and commands great authority.

Brangwen the Blind One is the oldest and most revered of all the Witches of Avalon. She has lived for more than a century and was one of the first Witches to study the hidden lore of the Tuatha. Although she is blind, it is rumored that she can see all that will happen in the kingdom.
-->Brangwen the Blind One is the oldest and most revered of all the Witches of Avalon. She has lived for more than a century and was one of the first Witches to study the hidden lore of the Tuatha. Although she is blind, it is rumored that she can see all that will happen in the kingdom.

The Knights of the Stone are a knightly brotherhood of heroic champions. Only thirteen members are allowed, and only when one of their number dies will another Valiant Champion replace him. The Knights sometimes aid the Witches of Avalon. The Knights are exceptional leaders and unequaled in battle prowess.
-->The Knights of the Stone are a knightly brotherhood of heroic champions. Only thirteen members are allowed and only when one of their number dies will another Valiant Champion replace him. The Knights sometimes aid the Witches of Avalon. The Knights are exceptional leaders and unequaled in battle prowess.

Bernlad the Green Knight is a reclusive knight of whom little is known. He first appeared at a tournament held at the edge of an old forest. He sat astride a great unicorn and wore a shimmering green armor and claimed to be Bernlad the Green Knight. No one had ever heard of him before the tournament. The Green Knight is not a great commander, but is skilled in combat and has spells woven into his armor. Bernlad regenerates wounds and may heal his battle afflictions.
-->Bernlad the Green Knight is a reclusive knight of whom little is known. He first appeared at a tournament held at the edge of an old forest. He sat astride a great unicorn and wore a shimmering green armor and claimed to be Bernlad the Green Knight. No one had ever heard of him before the tournament. The Green Knight is not a great commander, but is skilled in combat and has spells woven into his armor. Bernlad regenerates wounds and may heal any battle afflictions he suffers.

Hildegard was the only child of the late Hochmeister of the Black Order. Her father taught her how to fight and wanted her to join the Order, but she was a strong-willed young woman who didn't like the strict hierarchical organization of the Order. She decided to become a freelance warrior, and as such she has become known and respected. During her more adventurous years, Hildegard befriended a black unicorn who still accompanies her.
-->Hildegard was the only child of the late Hochmeister of the Black Order. Her father taught her how to fight and wanted her to join the Order, but she was a strong-willed young woman who didn't like the strict hierarchical organization of the Order. She decided to become a freelance warrior and as such, she has become known and respected. During her more adventurous years, Hildegard befriended a black unicorn who still accompanies her.

Raterik is a strange and secretive knight. As a youth, he befriended a black unicorn, and the magical steed gave the peasant boy the opportunity to join the Black Order. Several of the older members of the Order complained about the peasant, but so far he has not failed in his tasks. Raterik has proven himself a resourceful and able commander.
-->Raterik is a strange and secretive knight. As a youth, he befriended a black unicorn and the magical steed gave the peasant boy the opportunity to join the Black Order. Several of the older members of the Order complained about the peasant, but so far he has not failed in his tasks. Raterik has proven himself a resourceful and able commander.

Barthulf was dubbed a Black Knight at the age of thirteen. He appeared as a mystery knight at the Great Tournament of Black Keep and emerged victorious. Soon after this deed, he became known throughout the realm, and men from near and far came to challenge him. Barthulf has never lost a challenge and is the pride of the Black Keep.
-->Barthulf was dubbed a Black Knight at the age of thirteen. He appeared as a mystery knight at the Great Tournament of Black Keep and emerged victorious. Soon after this deed, he became known throughout the realm and men from near and far came to challenge him. Barthulf has never lost a challenge and is the pride of the Black Keep.

Anthromachus is an old Hoplite of great renown. As a youngster, he led his men in the face of hopeless odds and emerged victorious. His reputation has grown ever since. He has commanded hundreds of armies and is reputedly immortal. Anthromachus' soldiers have never broken in battle.
-->Anthromachus is an old hoplite of great renown. As a youngster, he led his men in the face of hopeless odds and emerged victorious. His reputation has grown ever since. He has commanded hundreds of armies and is reputedly immortal. Anthromachus' soldiers have never broken in battle.

Pathos was born a long time ago. His mother was a human priestess seduced by the god she served. The young boy was hidden away in the temple to protect him from jealous Titans. When he reached maturity, he left the temple and has since traveled to distant lands. Now he has returned to his land of birth. Pathos' legacy makes him very strong and almost invulnerable.
-->Pathos was born a long time ago. His mother was a human priestess seduced by the god she served. The young boy was hidden away in the temple to protect him from jealous titans. When he reached maturity, he left the temple and has since traveled to distant lands. Now he has returned to his land of birth. Pathos' legacy makes him very strong and almost invulnerable.

Niklatu is the most famous Lizard Lord in C'tis. His rainbow armor and comely appearance is enough to make female lizards lay eggs on the spot. Niklatu has performed a number of heroic deeds, including saving the Arch Hierodule from a corrupt and evil Sauromancer who wanted to mate with the Sacred One. The Arch Hierodule granted Niklatu his rainbow armor, a Sword of Swiftness, and the command of the Swamp Guard. To serve under Niklatu is a great honor, and soldiers fighting by his side are inspired to great deeds.
-->Niklatu is the most famous Lizard Lord in C'tis. His rainbow armor and comely appearance are enough to make female lizards lay eggs on the spot. Niklatu has performed a number of heroic deeds, including saving the Arch Hierodule from a corrupt and evil Sauromancer who wanted to mate with the Sacred One. The Arch Hierodule granted Niklatu his rainbow armor, a sword of swiftness and the command of the Swamp Guard. To serve under Niklatu is a great honor and soldiers fighting by his side are inspired to great deeds.

Uru'gallu is a lizard of few friends. He has served as a mercenary in several kingdoms and never cared about the politics of the Lizard Kings. Recently, Uru'gallu became aware of the rise of the Pretenders and decided that if he was to live under the yoke of godhead, it would not be the yoke of a pink human god with xenophobic priests. Uru'gallu is tremendously strong, and his scales are thicker than any known in C'tis. It is said that his mother mated with an alligator, but few actually believe it. He fights with his jaws and a morningstar of black iron that destroys the armors of those struck. He always wears black scale mail.
-->Uru'gallu is a lizard of few friends. He has served as a mercenary in several kingdoms and never cared about the politics of the Lizard Kings. Recently, Uru'gallu became aware of the rise of the Pretenders and decided that if he was to live under the yoke of godhead, it would not be the yoke of a pink human god with xenophobic priests. Uru'gallu is tremendously strong and his scales are thicker than any known in C'tis. It is said that his mother mated with an alligator, but few actually believe it. He fights with his jaws and a morningstar of black iron that destroys the armor of those struck. He always wears black scale mail.

Murmur is the oldest lizard in the Empoisoners Guild. He has lived for more than a century and will probably live for another. His skin is stained from alchemical substances that have spilled from ancient clay vessels. Murmur was one of the most successful Empoisoners the Guild has produced and is rumored to have slain hundreds. Murmur has learned the magic arts of Death and Nature outside the old halls of the Sauromancers. He is viewed with suspicion and fear, but his services are sorely needed nonetheless.
-->Murmur is the oldest lizard in the Empoisoners' Guild. He has lived for more than a century and will probably live for another. His skin is stained from alchemical substances that have spilled from ancient clay vessels. Murmur was one of the most successful Empoisoners the Guild has produced and is rumored to have slain hundreds. Murmur has learned the magic arts of Death and Nature outside the old halls of the Sauromancers. He is viewed with suspicion and fear, but his services are sorely needed nonetheless.

Kabti'ili is a shaman of ancient pedigree. He fled from his brother's jaws when he was a hatchling and disappeared in the marsh. He was found and raised by a Couatl, a mysterious sacred serpent of the swamp. After the completion of the Couatl's training, he returned to his tribe and defended them against the taskmasters of C'tis. One night, he received a revelation from the Great Lord of C'tis. He led his brethren to the Temple Marsh and swore the Lizard Kings his fealty.
-->Kabti'ili is a shaman of ancient pedigree. He fled from his brother's jaws when he was a hatchling and disappeared into the marsh. He was found and raised by a Couatl, a mysterious sacred serpent of the swamp. After the completion of the Couatl's training, he returned to his tribe and defended them against the Taskmasters of C'tis. One night, he received a revelation from the Great Lord of C'tis. He led his brethren to the Temple Marsh and swore the Lizard Kings his fealty.

Angelique was a simple peasant girl who witnessed the destruction of her home village at the hands of the Inquisition. Before the blazing flames, she swore to avenge her family. For years she fought the Inquisition as best she could, be it alone or with brigands. But a horrible incident changed her utterly; after witnessing her brigand friends feasting upon the flesh of a slain Friar, she abandoned them and went to the Inquisition to confess her sins. She was tested in the House of Just Fires and was deemed righteous and given absolution. Angelique now serves the Inquisition with a burning hatred of Ermorian heretics.
-->Angelique was a simple peasant girl who witnessed the destruction of her home village at the hands of the Inquisition. Before the blazing flames, she swore to avenge her family. For years she fought the Inquisition as best she could, be it alone or with brigands. But a horrible incident changed her utterly; after witnessing her brigand friends feasting upon the flesh of a slain Friar, she abandoned them and went to the Inquisition to confess her sins. She was tested in the House of Just Fires and was deemed righteous and given absolution. Angelique now serves the Inquisition with a burning hatred of Ermorian heretics.

Tomaso is one of the most fervent inquisitors in Marignon. His family was slain by Ermorian cultists when he was a young initiate at the House of Fiery Justice. Now he wages a war upon the heretics with cruel efficiency and utter resolve.
-->Tomaso is one of the most fervent Inquisitors in Marignon. His family was slain by Ermorian cultists when he was a young initiate at the House of Fiery Justice. Now he wages a war upon the heretics with cruel efficiency and utter resolve.

His Eminence Carmont, imbued with divine authority, is Marignon's most powerful priest and is the cardinal responsible for the Inquisition. Capable of leading massive armies, he is greatly feared by the people, not only in Marignon but in all neighboring nations. With fire and justice he will cleanse the world of heretics.
-->His Eminence Carmont, imbued with divine authority, is Marignon's most powerful priest and is the Cardinal responsible for the Inquisition. Capable of leading massive armies, he is greatly feared by the people, not only in Marignon but also in all neighboring nations. With fire and justice he will cleanse the world of heretics.

Caelos is the Commander of the Temple Guard. He gave up his wings after losing his ice clads in a battle against infidels. The event ignited his religious fervor and he has since fought harder and braver than any of the storm generals against the enemies of the faith. He was recently promoted to the status of commander. His fanaticism has given him priestly training otherwise restricted to women.
-->Caelos is the Commander of the Temple Guard. He gave up his wings after losing his Iceclads in a battle against infidels. The event ignited his religious fervor and he has since fought harder and braver than any of the Storm Generals against the enemies of the faith. He was recently promoted to the status of commander. His fanaticism has given him priestly training otherwise restricted to women.

Zaelinys is one of the few descendants of the Harab Seraphs remaining in Caelum. Her ancestors aided the High Seraphs against the raptor rebellion and have served the Seraphs with their dark magic. Zaelinys has learned the dark arts of her family, but is also trained in the temple as a Seraphine.
-->Zaelinys is one of the few descendants of the Harab Seraphs remaining in Caelum. Her ancestors aided the High Seraphs against the Raptor Rebellion and have served the Seraphs with their dark magic. Zaelinys has learned the dark arts of her family, but is also trained in the temple as a Seraphine.

Caractor was the highest ranking Censor at the time of the Ermor's fall. As Arch Censor, he was responsible for keeping a sharp lookout for corruption among the mages and priests. As punishment for failing this task, the curse struck him harder than his servants. Horrible pain now distorts his dried face and his dead eyes burn with hatred for the living. His physical strength is tremendous and his leathery body is tough as wood.
-->Caractor was the highest ranking Censor at the time of Ermor's fall. As Arch Censor, he was responsible for keeping a sharp lookout for corruption among the mages and priests. As punishment for failing this task, the curse struck him harder than his servants. Horrible pain now distorts his dried face and his dead eyes burn with hatred for the living. His physical strength is tremendous and his leathery body is as tough as wood.

Etimmu is a Wraith Lord who once lived in the land of the Sauromancers. He learned their secrets and used them to establish a kingdom of terror in a distant land. He gave himself the title of Priest King and made his people worship him as a god. Etimmu used his dark powers to summon Black Servants to aid him. The temples, the towers, and the palaces were all filled with walking Shades. Etimmu and his servants were finally slain by Udum'ukinna, the son of Ekishnugal, and his Sauromancers. Etimmu's blighted kingdom is still known as the Shaded Lands. Etimmu was given further powers and immortality by the King of the Underworld. Etimmu rides a horrible, flayed spectral horse into battle.
-->Etimmu is a wraith lord who once lived in the land of the Sauromancers. He learned their secrets and used them to establish a kingdom of terror in a distant land. He gave himself the title of Priest King and made his people worship him as a god. Etimmu used his dark powers to summon Black Servants to aid him. The temples, towers and palaces were all filled with walking shades. Etimmu and his servants were finally slain by Udum'ukinna, the son of Ekishnugal, and his Sauromancers. Etimmu's blighted kingdom is still known as the Shaded Lands. Etimmu was given further power and immortality by the King of the Underworld. Etimmu rides a horrible, flayed spectral horse into battle.

Alcastos was the last priest king of an ancient nation that had fought Ermor. When his kingdom was crushed, he was brought to Eldregate as a prisoner. He swore to serve the Emperor and tie his kingdom to the Empire, but before he could return from the Holy City he witnessed the cataclysmic events that destroyed the Empire. Alcastos was cursed to serve the Ashen Empire in death as he vowed to do in life.
-->Alcastos was the last priest king of an ancient nation that had fought Ermor. When his kingdom was crushed, he was brought to Eldregate as a prisoner. He swore to serve the Emperor and tie his kingdom to the Empire, but before he could return from the Holy City, he witnessed the cataclysmic events that destroyed the Empire. Alcastos was cursed to serve the Ashen Empire in death as he had vowed to do in life.

Tenebrus is the king of the Shade Lands, the dark waste between the Underworld and the lands of the living. Through his kingdom all dead must pass. When the Soul Gates opened, he answered the call and led his armies through into the lands of the living. Shades and Shade Beasts will sometimes spontaneously appear in his vicinity. Tenebrus is an unholy priest and can summon Shadows and Dispossessed Spirits to his service.
-->Tenebrus is the king of the Shade Lands, the dark waste between the Underworld and the lands of the living. Through his kingdom all dead must pass. When the Soul Gates opened, he answered the call and led his armies through into the lands of the living. Shades and shade beasts will sometimes spontaneously appear in his vicinity. Tenebrus is an unholy priest and can summon shadows and dispossessed spirits to his service.

Minotaur calves born with white hides are remarkably rare, and such births are celebrated in Pangaea. These calves are given special care and are trained with the White Centaurs. The birth of Menopathos was seen as an omen of great importance. Since his birth, Pangaea has begun the reconquest of the civilized world.
-->Minotaur calves born with white hides are remarkably rare and such births are celebrated in Pangaea. These calves are given special care and trained with the White Centaurs. The birth of Menopathos was seen as an omen of great importance. Since his birth, Pangaea has begun the reconquest of the civilized world.

Taurotyrannos the Black Bull is the offspring of a female Pandemoniac and a Minotaur bull. The rare hybrids who survive such a crossbreeding are seldom welcomed by society, and this was also true in the case of Taurotyrannos. During his early years, he was trained as a Pandemoniac by his mother in the hidden groves of Pangaea. When he came of age, he sacrificed his father and placed his father's skull upon his staff. Now Taurotyrannos has become a most powerful Blood mage. His father's legacy makes him lapse into fits of berserker rage should he be angered.
-->Taurotyrannos the Black Bull is the offspring of a female Pandemoniac and a minotaur bull. The rare hybrids who survive such a crossbreeding are seldom welcomed by society and this was also true in the case of Taurotyrannos. During his early years, he was trained as a Pandemoniac by his mother in the hidden groves of Pangaea. When he came of age, he sacrificed his father and placed his father's skull upon his staff. Now Taurotyrannos has become a most powerful Blood mage. His father's legacy makes him lapse into fits of berserker rage should he be angered.

This ancient Harpy has grown older and wiser than all other Harpies. Reputed to be the oldest living being in all of Pangaea, she is the queen of all Harpies. Arcopythera is skilled in magic and is a competent leader.
-->This ancient harpy has grown older and wiser than all other harpies. Reputed to be the oldest living being in all of Pangaea, she is the queen of all harpies. Arcopythera is skilled in magic and is a competent leader.

Ram's Head is a White Satyr blessed with rams' horns, a sure sign of divine attention. He was trained as a Hoplite, but his extraordinary talents soon became evident. Ram's Head is now the most skilled general in Pangaea, and his Satyr Hoplites are fanatically devoted. Ram's Head is sacred, as are most white halfmen. He possesses an aura of Divine Grace, and few dare to strike against him.
-->Ram's Head is a white satyr blessed with rams' horns, a sure sign of divine attention. He was trained as a hoplite, but his extraordinary talents soon became evident. Ram's Head is now the most skilled general in Pangaea and his satyr hoplites are fanatically devoted. Ram's Head is sacred, as are most white halfmen. He possesses an aura of Divine Grace and few dare to strike him.

Farbaute is a fierce warrior. He is almost impervious to pain and is skilled in the two-weapon combat of the Einheres. Farbaute's drinking habits are legendary, and it is reputed that he won a drinking contest in Jotunheim against the much larger and swill-swollen giants. Because of his friendly ways with the giants of Jotun, he has made several enemies among the Vanir, but the Einheres and humans of Vanheim consider him a true hero.
-->Farbaute is a fierce warrior. He is almost impervious to pain and is skilled in the two-weapon combat of the Einheres. Farbaute's drinking habits are legendary and it is reputed that he won a drinking contest in Jotunheim against the much larger and swill-swollen giants. Because of his friendly ways with the giants of Jotun, he has made several enemies among the Vanir, but the Einheres and humans of Vanheim consider him a true hero.

Vanlade is an ancient Vanadrott who remembers the time when humans were few and the Vanir were numerous. Vanlade has studied magic for centuries and has commanded hundreds of armies. His reputation as a warrior is widespread. Vanlade is one of the few surviving disciples of the ancient god who gave the Valkyries their role as messengers of death.
-->Vanlade is an ancient Vanadrott who remembers the time when humans were few and the Vanir were numerous. Vanlade has studied magic for centuries and has commanded hundreds of armies. His reputation as a warrior is widespread. Vanlade is one of the few surviving disciples of the ancient god who gave the Valkyries their role as messengers of death.

Slvis was born a Dis in the dark realm of Helheim. During the wars with Vanheim she was wounded and captured by a young hero. During her captivity she fell in love with her captor and they decided to leave the war torn lands. But then came the Valkyries of Helheim, led by Sigrdriva the Dis. From the dark skies they descended upon the small fortress where Slvis' lover lived and slew every man and woman inside. In furious rage Slvis swore to find her lover's murderers and has since aided Vanheim in the wars with Helheim. Slvis is a Dis and has the power of flight. She has abandoned the dark ways of her former sisters and has leaned the magic of the sky and the sun. Her fury has granted her an aura of Divine Splendour.
-->Slvis was born a Dis in the dark realm of Helheim. During the wars with Vanheim she was wounded and captured by a young hero. During her captivity she fell in love with her captor and they decided to leave the wartorn lands. But then came the Valkyries of Helheim, led by Sigrdriva the Dis. From the dark skies they descended upon the small fortress where Slvis' lover lived and slew every man and woman inside. In furious rage Slvis swore to find her lover's murderers and has since aided Vanheim in the wars with Helheim. Slvis is a Dis and has the power of flight. She has abandoned the dark ways of her former sisters and has leaned the magic of the sky and the sun. Her fury has granted her an aura of Divine Splendour.

Angerboda, the Great Hag of the Iron Wood, is the oldest and most wicked of all giants. Her evil nature has turned her home into a forest of iron and ice. Her children are monsters born in the dark of the night. Angerboda has performed Blood magic and necromancy for centuries and has taught her evil ways to the Skrattis of Jotunheim. The Gygjas are her servants, and they help her divine the past, the present, and the future. She has seen the impending arrival of the Illwinter and has come to aid the awakening God.
-->Angerboda, the Great Hag of the Iron Wood, is the oldest and most wicked of all giants. Her evil nature has turned her home into a forest of iron and ice. Her children are monsters born in the dark of the night. Angerboda has performed Blood magic and necromancy for centuries and has taught her evil ways to the Skrattis of Jotunheim. The Gygjas are her servants and they help her divine the past, the present, and the future. She has seen the impending arrival of the Illwinter and has come to aid the awakening God.

Sporsnjall is a Vaetti. He is skilled and well known in the halls of the Wolfkin, but to the giants, he is but another goblin. Sporsnjall has decided to show his allies that small allies are as useful as large ones. Sporsnjall rides a white wolf that is believed to be the offspring of Angerboda, Mother of Monsters.
-->Sporsnjall is a Vaetti. He is skilled and well known in the halls of the Wolfkin, but to the giants, he is but another goblin. Sporsnjall has decided to show his allies that small allies are as useful as large ones. Sporsnjall rides a white wolf that is believed to be the offspring of Angerboda, Mother of Monsters.

Tjatse is an ancient Niefel Jarl and lord of the icy fortress of Trymheim. He is a powerful sorcerer and owns an eagle cloak that grants him the ability to change shape. In the war with the Aesir in ages past he used this power to capture Idun, guardian of the Apples of Immortality. Now he follows the awakening God, eagerly awaiting the Illwinter and the rise of the Rimtursar. When in eagle shape Tjatse's powers in Air Magic is increased, but his other magic skills are lessened.
-->Tjatse is an ancient Niefel Jarl and lord of the icy fortress of Trymheim. He is a powerful sorcerer and owns an eagle cloak that grants him the ability to change shape. In the war with the Aesir in ages past, he used this power to capture Idun, Guardian of the Apples of Immortality. Now he follows the awakening God, eagerly awaiting the Illwinter and the rise of the Rimtursar. When in eagle shape, Tjatse's power in Air Magic is increased, but his other magic skills are lessened.

Cthugul is one of the ancient Starspawns who survived the fall of the star. This horrible being led the construction of the incomprehensible city of R'lyeh, and his knowledge of the stars allowed him to foretell the conquest of Atlantis. Cthugul is now in charge of bonding the Atlantians.
-->Cthugul is one of the ancient Starspawns who survived the fall of the star. This horrible being led the construction of the incomprehensible city of R'lyeh and his knowledge of the stars allowed him to foretell the conquest of Atlantis. Cthugul is now in charge of bonding the Atlantians.

Shadhul Ummush is an ancient Atlantian King who foresaw the downfall of the Atlantian kingdom. R'lyeh would conquer and enslave the marine world regardless of his actions, and he decided it was better to serve than to die. Thus, he chose to betray his brethren in exchange for a position of power in R'lyeh. Shadhul is now the most powerful Water mage in R'lyeh.
-->Shadhul Ummush is an ancient Atlantian King who foresaw the downfall of the Atlantian kingdom. R'lyeh would conquer and enslave the marine world regardless of his actions and he decided it was better to serve than to die. Thus, he chose to betray his brethren in exchange for a position of power in R'lyeh. Shadhul is now the most powerful Water mage in R'lyeh.

Auluudh is a member of an ancient race sprung from the depths of the ocean. Aboleths once ruled the deep, but the falling star crushed their empire and allowed their slaves to free themselves and build kingdoms of their own. Now the Aboleths are returning to power, and Auluudh will lead the way. He has decided that the minds of the Illithids are to his taste and has deemed them useful as food for the small Aboleth population and as slavemasters over the weaker races. Auluudh is very powerful, and he can enslave weaker beings by force of mind alone. He is also a powerful mage.
-->Auluudh is a member of an ancient race sprung from the depths of the ocean. Aboleths once ruled the deep, but the falling star crushed their empire and allowed their slaves to free themselves and build kingdoms of their own. Now the Aboleths are returning to power and Auluudh will lead the way. He has decided that the minds of the Illithids are to his taste and has deemed them useful as food for the small Aboleth population and as slavemasters over the weaker races. Auluudh is very powerful and he can enslave weaker beings by the force of mind alone. He is also a powerful mage.

Auluudh is the eldest member of an ancient race sprung from the depths of the ocean. The Aboleths have no formal leaders, but everyone serves the ancient Mind Lords, and Auluudh is the oldest and most powerful of them. Auluudh is the closest thing to a regent there is in the depths. The recent emergence of leadership among the ever more numerous Deep Ones is a cause of concern to the Mind Lord. To strengthen his grip over the Deep Ones and the Tritons, Auluudh has quested to further his knowledge in the distant stars. This search has led him to shallow waters where he has discovered other beings to enslave. The Mermen and their mages will serve a purpose as Stargazers and communicants should the power of the distant stars be needed.
-->Auluudh is the eldest member of an ancient race sprung from the depths of the ocean. The Aboleths have no formal leaders, but everyone serves the ancient Mind Lords and Auluudh is the oldest and most powerful of them. Auluudh is the closest thing to a regent there is in the depths. The recent emergence of leadership among the ever more numerous Deep Ones is a cause of concern to the Mind Lord. To strengthen his grip over the Deep Ones and the Tritons, Auluudh has quested to further his knowledge of the distant stars. This search has led him to shallow waters where he has discovered other beings to enslave. The mermen and their mages will serve a purpose as stargazers and communicants should the power of the distant stars be needed.

He is an experienced hero fighting for the greater good, magic treasures, or just for the fun of it.
-->He is an experienced hero fighting for the greater good, magic treasures or just for the fun of it.

The Colossal Fetish is a statue that has come to life from being worshipped many hundreds of years. It is mindless and mostly does what its worshippers believe it would do It punishes harshly and rewards sparingly. The Colossal Fetish is made out of wood and would be difficult to destroy in combat.
-->The Colossal Fetish is a statue that has come to life from being worshipped for many hundreds of years. It is mindless and mostly does what its worshippers believe it would do. It punishes harshly and rewards sparingly. The Colossal Fetish is made out of wood and would be difficult to destroy in combat.

The old Pantokrator was a careful God and he had a single bridge to his citadel of power. This bridge was guarded by the Keeper. The Keeper never sleeps and sees everything, even in the middle of the night. The Keeper of the Bridge also has skills in air and earth magic to complement his already formidable fighting skills. Now that the Pantokrator is dead the Keeper has seen his chance to become the new God.
-->The old Pantokrator was a careful God and he had a single bridge to his citadel of power. This bridge was guarded by the Keeper. The Keeper never sleeps and sees everything, even in the middle of the night. The Keeper of the Bridge also has skills in Air and Earth magic to complement his already formidable fighting skills. Now that the Pantokrator is dead, the Keeper has seen his chance to become the new God.

Usually the Lord of the Forest would be satisfied with the yearly sacrifice of some moose and in return he would keep the forest safe for the hunters, but with the disappearance of the Pantokrator, the Lord of the Forest has returned to claim godhood.
-->Usually the Lord of the Forest would be satisfied with the yearly sacrifice of some moose and in return, he would keep the forest safe for the hunters, but with the disappearance of the Pantokrator, the Lord of the Forest has returned to claim godhood.

The Daughter of the Dawn claims to have been born when the sun rose the first morning. During the reign of the previous Pantokrator her divine heritage was not accepted, but now her right to godhood cannot be questioned. The Daughter of the Dawn is winged and able to fly. She is always accompanied by an owl.
-->The Daughter of the Dawn claims to have been born when the sun rose on the first morning. During the reign of the previous Pantokrator, her divine heritage was not accepted, but now her right to godhood cannot be questioned. The Daughter of the Dawn is winged and able to fly. She is always accompanied by an owl.

The Son of the Heavens is a titan claiming to be born by the Heaven itself and should righteously be Lord of All, now that the previous Pantokrator has disappeared.
-->The Son of the Heavens is a titan claiming to be born from the Heaven itself and should righteously be Lord of All now that the previous Pantokrator has disappeared.

The Forge Lord is a crippled God. Mutilated and imprisoned and given tools of smithing he served a previous Pantokrator, but was forgotten and left for dead. During aeons the Forge Lord learned his craft and became a true master when it comes to forging magic items and mundane tools. Now his skills will serve both farmers and savants of his kingdom. When forging magic items he requires fewer magic gems than an ordinary mage. The Forge Lord has a deformed foot since his days in service of the Pantokrator.
-->The Forge Lord is a crippled God. Mutilated, imprisoned and given tools of smithing, he served the previous Pantokrator, but was forgotten and left for dead. During the aeons the Forge Lord learned his craft and became a true master when it comes to forging magic items and mundane tools. Now his skills will serve both the farmers and savants of his kingdom. When forging magic items, he requires fewer magic gems than an ordinary mage. The Forge Lord has had a deformed foot since his days in the service of the Pantokrator.

Deep in the water-filled caverns of Agartha live many Olms. Olms can can get very old and they never stop growing. Sometimes it happens that an Olm survives for hundreds of years and grow both huge and intelligent. The Ageless Olm has survived for much longer than that and he is now powerful enough to claim godhood.
-->Deep in the water-filled caverns of Agartha live many Olms. Olms can can get very old and they never stop growing. Sometimes it happens that an Olm survives for hundreds of years and grows both huge and intelligent. The Ageless Olm has survived for much longer than that and he is now powerful enough to claim godhood.

This cunning man was once the General of the West in the old Pantokrator's armies. Needless to say he was a brilliant leader. In one of his many victories he was grievously wounded, but his master was so pleased with his performance that he saved him and ensured that this would not happen again. The general was given a divine body so that he should never fall in battle again. Now that the Pantokrator has fallen, the general calls himself Lord of War and is out to become the new God.
-->This cunning man was once the General of the West in the old Pantokrator's armies. Needless to say, he was a brilliant leader. In pursuit of one of his many victories, he was grievously wounded, but his master was so pleased with his performance that he saved him and ensured that this would not happen again. The general was given a divine body so that he should never fall in battle again. Now that the Pantokrator has fallen, the general calls himself Lord of War and is out to become the new God.

This wise man was once the General of the East in the old Pantokrator's armies. After the General of the West had almost been slain, the Pantokrator got worried. As a precaution he granted his general a divine body so that he would not easily be slain. Now that the Pantokrator has fallen, the general who calls himself the Celestial General is out to become the new God.
-->This wise man was once the General of the East in the old Pantokrator's armies. After the General of the West had almost been slain, the Pantokrator got worried. As a precaution, he granted his general a divine body so that he would not easily be slain. Now that the Pantokrator has fallen, the general who calls himself the Celestial General is out to become the new God.

The Lord of Plenty has a special power of bringing good fortune to those that surround him. Because of his fortune bringing, and other magical powers, he has always been worshipped by the lesser people and now he is out to become the true God.
-->The Lord of Plenty has a special power of bringing good fortune to those who surround him. Because of his fortune bringing and other magical powers, he has always been worshipped by the lesser people and now he is out to become the true God.

The Solar Disc claims to be a manifestation of the sun. It gives and takes life and commands great power over fire. The Solar Disc is extremely hot and anyone coming close will be burned to cinders.
-->The Solar Disc claims to be a manifestation of the Sun. It gives and takes life and commands great power over Fire. The Solar Disc is extremely hot and anyone coming close will be burned to cinders.

The Son of Fenrer is the offspring of one of the great Adversaries. It is a huge and very powerful wolf. He is also most cunning and skilled in the paths of Water and Nature. He has inherited the foul temper of his father and is prone to go berserk if anyone opposes him. The Son of Fenrer is terrifying and most mortals will run in fear when they see him.
-->The Son of Fenrir is the offspring of one of the great Adversaries. He is a huge and very powerful wolf. He is also most cunning and skilled in the paths of Water and Nature. He has inherited the foul temper of his father and is prone to go berserk if anyone opposes him. The Son of Fenrir is terrifying and most mortals will run in fear when they see him.

The Arch Mage is a mage who has attained such power that he has mastered his own mortality. Donning a godly mantle, he has taken the role of a Pretender God. The Arch Mage is a master of magic and can be adept in several of the magic Paths.
-->The Arch Mage is a mage who has attained such power that he has mastered his own mortality. Donning a godly mantle, he has taken the role of a Pretender God. The Arch Mage is a master of magic and can be adept in several of the magic paths.

This Seer has such great powers of magic and divination that he has mastered his own mortality. Donning a godly mantle, he has taken the role of a Pretender God. He can use his divinatory visions to his advantage, and will prevent three out of four bad events from happening in the province in which he dwells. The Great Seer of the Deeps is a master of magic and can be adept in several of the magic Paths.
-->This Seer has such great powers of magic and divination that he has mastered his own mortality. Donning a godly mantle, he has taken the role of a Pretender God. He can use his divinatory visions to his advantage and will prevent three out of four bad events from happening in the province in which he dwells. The Great Seer of the Deeps is a master of magic and can be adept in several of the magic paths.

The Freak Lord is a mage of such great power that he has mastered his own mortality. Donning a godly mantle, he has taken the role of a Pretender God. The Freak Lord is a master of magic and is adept in several of the magic Paths. The Freak Lord rides a horrifying Freak created with vile magic.
-->The Freak Lord is a mage of such great power that he has mastered his own mortality. Donning a godly mantle, he has taken the role of a Pretender God. The Freak Lord is a master of magic and is adept in several of the magic paths. The Freak Lord rides a horrifying freak created with vile magic.

A horribly deformed human of immense size created by vile magic, the Freak is stupid and will lumber uncontrollably across the battlefield without his master.
-->A horribly deformed human of immense size created by vile magic, the freak is stupid and will lumber uncontrollably across the battlefield without his master.

The Divine Emperor is the ruler of the empire. He is the son of the previous Emperor who was deified upon death. As the Son of God, he has great powers. With power comes arrogance, and now the Son of God claims godhood himself. The Divine Emperor is not a warrior and only travels by palanquin.
-->The Divine Emperor is the ruler of the empire. He is the son of the previous Emperor, who was deified upon death. As the Son of God, he has great power. With power comes arrogance and now the Son of God claims godhood himself. The Divine Emperor is not a warrior and only travels by palanquin.

The Arch Druid is a mage of such great power that he has mastered his own mortality. Donning a godly mantle he has taken the role of a Pretender God. The Arch Druid is a master of magic and can be adept in several of the magic Paths. The Arch Druid knows how to collect magic herbs from forests and gets one magic Nature gem each turn.
-->The Arch Druid is a mage of such great power that he has mastered his own mortality. Donning a godly mantle, he has taken the role of a Pretender God. The Arch Druid is a master of magic and can be adept in several of the magic paths. The Arch Druid knows how to collect magic herbs from forests and gets one magic Nature gem each turn.

The Master Druid is a mage of such great power that he has mastered his own mortality. Donning a godly mantle, he has taken the role of a Pretender God. The Master Druid is a master of magic and can be adept in several of the magic Paths. The Master Druid knows how to awaken the magic inhabitants of the forests and summons two extra Vine Men or Vine Ogres when casting the appropriate ritual spell.
-->The Master Druid is a mage of such great power that he has mastered his own mortality. Donning a godly mantle, he has taken the role of a Pretender God. The Master Druid is a master of magic and can be adept in several of the magic paths. The Master Druid knows how to awaken the magicAL inhabitants of the forests and summons two extra vine men or vine ogres when casting the appropriate ritual spell.

The Frost Father is a mage of such great power that he has mastered his own mortality. Donning a godly mantle, he has taken the role of a Pretender God. The Frost Father is a master of magic and can be adept in several of the magic Paths.
-->The Frost Father is a mage of such great power that he has mastered his own mortality. Donning a godly mantle, he has taken the role of a Pretender God. The Frost Father is a master of magic and can be adept in several of the magic paths.

The Great Sage is a scholar of such great power and knowledge that he has mastered his own mortality. Donning a godly mantle, he has taken the role of a Pretender God. The Great Sage is a master of magic research and is often adept in several of the magic Paths.
-->The Great Sage is a scholar of such great power and knowledge that he has mastered his own mortality. Donning a godly mantle, he has taken the role of a Pretender God. The Great Sage is a master of magic research and is often adept in several of the magic paths.

The Master Alchemist is an alchemist of such great power that he has taken the role of a Pretender God. The Alchemist is a master of magic alchemy and is often adept in several of the magic Paths.
-->The Master Alchemist is an alchemist of such great power that he has taken the role of a Pretender God. The Alchemist is a master of magic alchemy and is often adept in several of the magic paths.

The Arch Seraph is a mage of great power who has taken the role of a Pretender God. The Arch Seraph is a master of magic and can be adept in several of the magic Paths.
-->The Arch Seraph is a mage of great power who has taken the role of a Pretender God. The Arch Seraph is a master of magic and can be adept in several of the magic paths.

The Warlock is a mage of such great power that he has taken the role of a Pretender God. The Great Warlocks are masters of magic and known to be adept in several of the magic Paths.
-->The Warlock is a mage of such great power that he has taken the role of a Pretender God. The Great Warlocks are masters of magic and known to be adept in several of the magic paths.

The Great Enchantress is an enchantress of such great power that she has taken the role of a Pretender God. She is a master of magic and can be adept in several of the magic Paths. The Great Enchantress knows how to refine light from the stellar bodies into one magic pearl each turn.
-->The Great Enchantress is an enchantress of such great power that she has taken the role of a Pretender God. She is a master of magic and can be adept in several of the magic paths. The Great Enchantress knows how to refine light from the stellar bodies into one magic pearl each turn.

The Crone is an old hag of such great power that she has taken the role of a Pretender God. The Crone is a master of magic and can be adept in several of the magic Paths.
->The Crone is an old hag of such great power that she has taken the role of a Pretender God. The Crone is a master of magic and can be adept in several of the magic paths.

The Skratti is an ancient giant of great power who has taken the role of a Pretender God. The Skratti is a master of magic and is very tough, but is not as strong as dragons or demigods.
-->The Skratti is an ancient giant of great power who has taken the role of a Pretender God. The Skratti is a master of magic and is very tough, but is not as strong as dragons or demigods.

The Bitch Queen is a werewolf enchantress of tremendous magical power. The Bitch Queen usually appears in the form of an old hag, but when angered, she transforms into a werewolf. Even though her werewolf form is more powerful than her human form, it is still quite weak when compared to the majority of the other Pretender Gods. Whenever she goes into battle, wolves will come to her aid.
-->The Bitch Queen is a werewolf enchantress of tremendous magical power. The Bitch Queen usually appears in the form of an old hag, but when angered, she transforms into a werewolf. Even though her werewolf form is more powerful than her human form, it is still quite weak when compared to the majority of the other Pretender Gods. Whenever she goes into battle, wolves will come to her aid.

The Serpent King is a mighty serpent who is able to take human form. The serpent king is magically strong, enough to claim godhood. In order to lead human soldiers, the Serpent King usually appears in the form of a human sorcerer, but when angered, he transforms into his serpent form. He is lord of all serpent kin and lamias will come to him in additional numbers when called to his service. Even though his serpent form is more powerful than his human form, it is still quite weak compared to the majority of the other Pretender Gods.
-->The Serpent King is a mighty serpent who is able to take human form. The serpent King is magically strong enough to claim godhood. In order to lead human soldiers, the Serpent King usually appears in the form of a human sorcerer, but when angered, he transforms into his serpent form. He is the lord of all serpent-kin and lamias will come to him in additional numbers when called to his service. Even though his serpent form is more powerful than his human form, it is still quite weak compared to the majority of the other Pretender Gods.

The Risen Oracle is an ancient Oracle of the Deep, hailed as the greatest mage of the ages. Upon death his body passed through a number of dark rituals to preserve it. Now the auspices are right and the dark soul of the Oracle has reclaimed the mummified body. The Risen Oracle is immortal and can reform its body should it be slain. Being immortal, there is nothing left to acquire but godhood.
-->The Risen Oracle is an ancient Oracle of the Deep, hailed as the greatest mage of the ages. Upon death, his body passed through a number of dark rituals to preserve it. Now the auspices are right and the dark soul of the Oracle has reclaimed the mummified body. The Risen Oracle is immortal and can reform its body should it be slain. Being immortal, there is nothing left to acquire but godhood.

The Lich is the dried husk of a mage adept in Death magic. Through dark rituals, the mage succeeded in mastering one of mankind's oldest and most urgent goals: to defeat death. By removing his viscera and hiding it outside his body, the Lich is virtually impossible to slay. Should the body be physically destroyed, a new one is formed from dust of dead humans. Being immortal, there is nothing left to acquire but godhood. The Lich lacks the Arch Mage's broad base of magical knowledge, but the reanimated body of the Lich is more durable than a living body, since it is leathery and dry and lacks all organs of importance.
-->The Lich is the dried husk of a mage adept in Death magic. Through dark rituals, the mage succeeded in mastering one of mankind's oldest and most urgent goals: to defeat death. By removing his viscera and hiding it outside his body, the Lich is virtually impossible to slay. Should the body be physically destroyed, a new one is formed from the dust of dead humans. Being immortal, there is nothing left to acquire but godhood. The Lich lacks the Arch Mage's broad base of magical knowledge, but the reanimated body of the Lich is more durable than a living body, since it is leathery and dry and lacks all organs of importance.

The Lich Queen is the dried husk of an ancient queen adept in Death magic. Through dark rituals, she succeeded in mastering one of mankind's oldest and most urgent goals: to defeat death. By removing her viscera and hiding it outside her body, she is virtually impossible to slay. Should the body be physically destroyed, a new one is formed from dust of dead humans. Being immortal, there is nothing left to acquire but godhood. The Lich Queen is more attuned to her lands, and her Dominion is stronger than that of Liches. She lacks the Arch Mage's broad base of magical knowledge, but her reanimated body is more durable than a living body, since it is leathery and dry and lacks all organs of importance.
-->The Lich Queen is the dried husk of an ancient queen adept in Death magic. Through dark rituals, she succeeded in mastering one of mankind's oldest and most urgent goals: to defeat death. By removing her viscera and hiding it outside her body, she is virtually impossible to slay. Should the body be physically destroyed, a new one is formed from the dust of dead humans. Being immortal, there is nothing left to acquire but godhood. The Lich Queen is more attuned to her lands and her Dominion is stronger than that of Liches. She lacks the Arch Mage's broad base of magical knowledge, but her reanimated body is more durable than a living body, since it is leathery and dry and lacks all organs of importance.

The Master Lich is the dried husk of an Arch Mage adept in Death magic. Through dark rituals, the mage succeeded in mastering one of mankind's oldest and most urgent goals: to defeat death. By removing his viscera and hiding it outside his body, the Lich is virtually impossible to slay. Should the body be physically destroyed, a new one is formed from dust of dead humans. Being immortal, there is nothing left to acquire but godhood. The Master Lich lacks the Arch Mage's broad base of magical knowledge, and while he is magically stronger than the other Liches, his body is dry, brittle, and easily destroyed.
-->The Master Lich is the dried husk of an Arch Mage adept in Death magic. Through dark rituals, the mage succeeded in mastering one of mankind's oldest and most urgent goals: to defeat death. By removing his viscera and hiding it outside his body, the Lich is virtually impossible to slay. Should the body be physically destroyed, a new one is formed from the dust of dead humans. Being immortal, there is nothing left to acquire but godhood. The Master Lich lacks the Arch Mage's broad base of magical knowledge and while he is magically stronger than the other Liches, his body is dry, brittle and easily destroyed.

The Saurolich is the dried husk of a Sauromancer. Through dark rituals, the lizard succeeded in mastering one of the oldest and most urgent of goals: to defeat death. By removing his viscera and hiding it outside his body, the Lich is virtually impossible to slay. Should the body be physically destroyed, a new one is formed from dust of dead bodies. Being immortal, there is nothing left to acquire but godhood. The Saurolich lacks the broad base of magical knowledge of the Arch Mage.
-->The Saurolich is the dried husk of a Sauromancer. Through dark rituals, the lizard succeeded in mastering one of the oldest and most urgent of goals: to defeat death. By removing his viscera and hiding it outside his body, the Lich is virtually impossible to slay. Should the body be physically destroyed, a new one is formed from the dust of dead bodies. Being immortal, there is nothing left to acquire but godhood. The Saurolich lacks the broad base of magical knowledge of the Arch Mage.

The Vampire Queen is an ancient sorceress who has changed her very essence by imbibing the sacrificial blood of virgins. This vile act has granted her the powers of immortality, and now she is claiming godhood, too. Vampires will come to her aid when her Dominion is strong. Vampires are totally unable to enter underwater provinces.
-->The Vampire Queen is an ancient sorceress who has changed her very essence by imbibing the sacrificial blood of virgins. This vile act has granted her the power of immortality and now she is claiming godhood, too. Vampires will come to her aid when her Dominion is strong. Vampires are totally unable to enter underwater provinces.

The Dragon is an ancient reptile of tremendous physical and magical powers. Born before the history of time, they have grown in might and magical mastery. They are enormous, scaly, winged beasts capable of breathing fire, poisonous gas, or supernatural frost upon enemies. Dragons are closely attuned to the magic that brought them into life, and thus focus on mainly one magic Path. The physical bodies of Dragons are not well suited for spell casting. Therefore, Dragons tend to adopt human form, but when wounded, they revert to their greater Dragon form.
-->The Dragon is an ancient reptile of tremendous physical and magical powers. Born before the history of time, they have grown in might and magical mastery. They are enormous, scaly, winged beasts capable of breathing fire, poisonous gas or supernatural frost upon enemies. Dragons are closely attuned to the magic that brought them into life and thus focus mainly on one magic path. The physical bodies of Dragons are not well suited for spell casting. Therefore, Dragons tend to adopt human form, but when wounded, they revert to their greater Dragon form.

The Dragon is an ancient reptile of tremendous physical and magical powers. Born before the history of time, they have grown in might and magical mastery. They are enormous, scaly, winged beasts capable of breathing fire, poisonous gas or supernatural frost upon enemies. Dragons are closely attuned to the magic that brought them into life, and thus focus on mainly one magic Path. The physical bodies of Dragons are not well suited for spell casting. Therefore, Dragons tend to adopt human form, but when wounded, they revert to their greater Dragon form.
-->The Dragon is an ancient reptile of tremendous physical and magical powers. Born before the history of time, they have grown in might and magical mastery. They are enormous, scaly, winged beasts capable of breathing fire, poisonous gas or supernatural frost upon enemies. Dragons are closely attuned to the magic that brought them into life and thus focus mainly on one magic path. The physical bodies of Dragons are not well suited for spell casting. Therefore, Dragons tend to adopt human form, but when wounded, they revert to their greater Dragon form.

The Dracolich is a Dragon that was once highly skilled in Death magic. When it died, its power over Death saved it from becoming permanently dead. Ever since, it has managed to stay alive in a state of undeath. The shape of the Dracolich is not suited for spell casting. Therefore, it tends to adopt the shape of a Bog Mummy in battle.
-->The Dracolich is a Dragon that was once highly skilled in Death magic. When it died, its power over Death saved it from becoming permanently dead. Ever since, it has managed to stay alive in a state of undeath. The shape of the Dracolich is not suited for spell casting. Therefore, it tends to adopt the shape of a Bog Mummy in battle.

The Carrion Dragon is the living carcass of an ancient dragon that was powerful enough not to remain dead after it was slain. Pure hatred and vengeful thoughts rejoined the soul of the dead dragon with its moss-covered corpse. The Carrion Dragon is able to adopt the shape of a dead Pan. The body of the Carrion Dragon is less suited for spell casting than the shape of the Pan.
-->The Carrion Dragon is the living carcass of an ancient Dragon that was powerful enough not to remain dead after it was slain. Pure hatred and vengeful thoughts rejoined the soul of the dead Dragon with its moss-covered corpse. The Carrion Dragon is able to adopt the shape of a dead Pan. The body of the Carrion Dragon is less suited for spell casting than the shape of the Pan.

The Great Black Bull is a divine bull that has ravaged the world since time immemorial. The Black Bull is a creature of unbridled fury, and a manifestation of the blind rage of Nature, the inhuman wildness, the glory of the slayer and the slain. Unlike his brother the Great White Bull, with whom he has fought for dominance on several legendary occasions, the fertility aspect of the Black Bull is secondary to that of his maddened rage. Now that ascension draws close, he leads the wild herd of Pangaea to once again embrace the mindless abandon and bloodlust of Nature aroused.
-->The Great Black Bull is a divine bull that has ravaged the world since time immemorial. The Black Bull is a creature of unbridled fury and a manifestation of the blind rage of Nature, the inhuman wildness, the glory of the slayer and the slain. Unlike his brother, the Great White Bull, with whom he has fought for dominance on several legendary occasions, the fertility aspect of the Black Bull is secondary to that of his maddened rage. Now that Ascension draws close, he leads his people to once again wildly embrace the mindless abandon and bloodlust of Nature aroused.

The Great White Bull is a divine bull that has wandered the world since time immemorial. The bull has long been worshiped as a manifestation of the wildness and fertility of Nature, and his fury and potency are unrivaled. Now that the Great One has fallen, the bull's ferocity drives him to lead his people to trample the thrones of the world beneath his cloven hoofs. The potent fertility of the White Bull generates extra supplies.
-->The Great White Bull is a divine bull that has wandered the world since time immemorial. The bull has long been worshipped as a manifestation of the wildness and fertility of Nature and his fury and potency are unrivaled. Now that the Great One has fallen, the bull's ferocity drives him to lead his people to trample the thrones of the world beneath his cloven hooves. The potent fertility of the White Bull generates extra supplies.

The Virtue is an angelic being, a divine messenger or servant stranded in the physical world. Winged and radiant with divine light, she will don the yoke of godhood for the people of the world, leading them on the path of righteousness and salvation. The Virtue has very strong magical powers and Dominion, but her physical powers are inferior to most Pretenders. The Virtue is surrounded by a powerful Aura of Splendor that strikes mortals with awe.
-->The Virtue is an angelic being, a divine messenger or servant stranded in the physical world. Winged and radiant with divine light, she will don the yoke of godhood for the people of the world, leading them on the path of righteousness and salvation. The Virtue has very strong magical powers and Dominion, but her physical powers are inferior to most Pretenders. The Virtue is surrounded by a powerful Aura of Splendor that strikes mortals with awe.

The Moloch is an infernal angel called or sent from beyond. Winged and dressed in horror, he will crush this world and make its inhabitants slaughter one another and suffer the torment of the Inferno. The Moloch is a powerful and mighty warrior, and Imps will come to his aid whenever he goes into battle. The Moloch will surely shatter the world unless he is vanquished.
-->The Moloch is an infernal angel called or sent from beyond. Winged and dressed in horror, he will crush this world and make its inhabitants slaughter one another and suffer the torment of the Inferno. The Moloch is a powerful and mighty warrior and Imps will come to his aid whenever he goes into battle. The Moloch will surely shatter the world unless he is vanquished.

A demon prince called or sent by the Lord of the Underworld, he is winged and shrouded in death, and will annihilate the living of this world to make it a realm of the dead. The Prince of Death is physically strong and a master of Death magic. His mere presence causes the dead to leave their graves and follow him. His only weakness is his unnatural state of existence, making it possible for priests to banish him from this world.
-->An undead demon prince called or sent by the Lord of the Underworld, he is winged and shrouded in death, and will annihilate the living of this world to make it a realm of the dead. The Prince of Death is physically strong and a master of Death magic. His mere presence causes the dead to leave their graves and follow him. His only weakness is his unnatural state of existence, making it possible for priests to banish him from this world.

The Fountain of Blood is a horrible spirit inhabiting an unholy fountain that spews forth blood instead of water. The spirit possesses a girl to serve as its instrument. The chosen child is blinded and rendered unable to do anything but speak the will of the spirit. At the age of thirteen, she is sacrificed and replaced with a new girl, born the day the previous girl was made the voice of the spirit. The unholy spirit is immobile and cannot leave the fountain it inhabits. It can possess willing targets to perform tasks such as forging items for enchantment. The Fountain of Blood is tremendously strong in its Dominion and magically powerful. Its eerie wails attract weak souls, and the unholy spirit is most efficient in finding virgins for sacrifice. Anyone wishing to harm the fountain will flee in panic once the eerie wailing pierces his soul. The fountain can be destroyed, but not easily.
-->The Fountain of Blood is a horrible spirit inhabiting an unholy fountain that spews forth blood instead of water. The spirit possesses a girl to serve as its instrument. The chosen child is blinded and rendered unable to do anything but speak the will of the spirit. At the age of thirteen, she is sacrificed and replaced with a new girl, born the day the previous girl was made the voice of the spirit. The unholy spirit is immobile and cannot leave the fountain it inhabits. It can possess willing targets to perform tasks such as forging items for enchantment. The Fountain of Blood is tremendously strong in its Dominion and magically powerful. Its eerie wails attract weak souls and the unholy spirit is most efficient in finding virgins for sacrifice. Anyone wishing to harm the fountain will flee in panic once the eerie wailing pierces his soul. The fountain can be destroyed, but not easily.

The Polypal Queen is the first Polypal Mother from which the whole race of the Aboleths has sprung. She has grown for ages in size and power and she has spawned all Aboleth Mind Lords known to live. She is the Aboleth race, its reason and its fate. The Queen is immobile and does not communicate in any comprehensible way, but a constant mental wail surrounds her. The Polypal Queen spawns several of Polypal Spawns each month.
-->The Polypal Queen is the first Polypal Mother from which the whole race of the Aboleths has sprung. She has grown for ages in size and power and she has spawned all Aboleth Mind Lords known to live. She is the Aboleth race, its reason and its fate. The Queen is immobile and does not communicate in any comprehensible way, but a constant mental wail surrounds her. The Polypal Queen spawns several of Polypal Spawn each month.

The Void Lord is an otherworldly being that spawned in the Void. It was worshiped on that strange and distant star from which the great R'lyeh race came, and now the Starspawns have summoned it to this world. As a Lord of the Void, this being has great powers in the world of magic. In the physical world, however, the Void Lord is blind and orients itself with powers of mind and magic.
-->The Void Lord is an otherworldly being that spawned in the Void. It was worshipped on that strange and distant star from which the great race of R'lyeh came and now the Starspawns have summoned it to this world. As a Lord of the Void, this being has great powers in the world of magic. In the physical world, however, the Void Lord is blind and orients itself with powers of mind and magic.

Krakens never die from old age; they just grower larger, wiser, and stronger. This Kraken is very old, and through the ages, he has seen many a Pretender God rise to godhood. This time, he shall be the new God. The Ancient Kraken has become adept at magic over the millennia, and he is a versatile mage.
-->Krakens never die from old age; they just grower larger, wiser and stronger. This Kraken is very old and, through the ages, he has seen many a Pretender God rise to godhood. This time, he shall be the new God. The Ancient Kraken has become adept at magic over the millennia and he is a versatile mage.

The Sphinx is a powerful spirit inhabiting an enormous stone construction. The spirit cannot leave the statue, but it can possess willing targets in order to make its will heard and to perform tasks such as forging items for enchantment. The spirit is tremendously strong in its Dominion, and it is also magically powerful. In a physical battle, the Sphinx would probably be impossible to destroy, even though it cannot strike back.
-->The Sphinx is a powerful spirit inhabiting an enormous stone construction. The spirit cannot leave the statue, but it can possess willing targets in order to make its will heard and to perform tasks such as forging items for enchantment. The spirit is tremendously strong in its Dominion and it is also magically powerful. In a physical battle, the Sphinx would probably be impossible to destroy, even though it cannot strike back.

The Monolith is a powerful spirit inhabiting a huge, standing stone. The spirit cannot leave the Monolith, but it can possess willing targets in order to make its will heard and to perform tasks such as forging items for enchantment. The spirit is tremendously strong in its Dominion, and it is also magically powerful. In a physical battle, the stone would be difficult to destroy, even though it cannot strike back.
-->The Monolith is a powerful spirit inhabiting a huge standing stone. The spirit cannot leave the Monolith, but it can possess willing targets in order to make its will heard and to perform tasks such as forging items for enchantment. The spirit is tremendously strong in its Dominion and it is also magically powerful. In a physical battle, the stone would be difficult to destroy, even though it cannot strike back.

The Colossal Head is a powerful spirit inhabiting a massive stone that has been chiseled into the shape of a head. The spirit cannot leave the Colossal Head, but it can possess willing targets in order to make its will heard and to perform tasks such as forging items for enchantment. The spirit is tremendously strong in its Dominion, and it is also magically powerful. In a physical battle, the head would be difficult to destroy, even though it cannot strike back.
-->The Colossal Head is a powerful spirit inhabiting a massive stone that has been chiseled into the shape of a head. The spirit cannot leave the Colossal Head, but it can possess willing targets in order to make its will heard and to perform tasks such as forging items for enchantment. The spirit is tremendously strong in its Dominion and it is also magically powerful. In a physical battle, the head would be difficult to destroy, even though it cannot strike back.

The Sacred Statue is a powerful spirit inhabiting a huge statue. The spirit cannot leave the statue, but it can possess willing targets in order to make its will heard and to perform tasks such as forging items for enchantment. The spirit is tremendously strong in its Dominion, and it is also magically powerful. In a physical battle, the statue would be difficult to destroy, even though it cannot strike back.
-->The Sacred Statue is a powerful spirit inhabiting a huge statue. The spirit cannot leave the statue, but it can possess willing targets in order to make its will heard and to perform tasks such as forging items for enchantment. The spirit is tremendously strong in its Dominion and it is also magically powerful. In a physical battle, the statue would be difficult to destroy, even though it cannot strike back.

The Daughter of the Land is a demigod of immense size, born from the land. She is strongly attuned to her land, and her divine presence is strong. The Daughter of the Land can collect the goodness in the morning dew and gains one Water gem each month.
-->The Daughter of the Land is a demigod of immense size, born from the land. She is strongly attuned to her land and her divine presence is strong. The Daughter of the Land can collect the goodness in the morning dew and gains one Water gem each month.

The Mother of Lions is a massive demigod from the wild woods. She is strongly attuned to the wild, and Great Lions will come to her aid whenever she goes into battle.
-->The Mother of Lions is a massive demigod from the wild woods. She is strongly attuned to the wild and great lions will come to her aid whenever she goes into battle.

The Son of the Sun is a demigod of immense size claiming the divine heritage of the sun, possessing considerable magical and physical might.
-->The Son of the Sun is a demigod of immense size claiming the divine heritage of the Sun, possessing considerable magical and physical might.

The Son of the Sea is a huge demigod sprung from the depths of the ocean. His Dominion is the sea and everything living in the waters, and his physical might is rivaled only by that of the great Titans. The Son of the Sea can leave the ocean and grant humans the ability to breathe underwater.
-->The Son of the Sea is a huge demigod sprung from the depths of the ocean. His Dominion is the sea and everything living in the waters and his physical might is rivaled only by that of the great Titans. The Son of the Sea can leave the ocean and grant humans the ability to breathe underwater.

The Lord of the Gates is a demigod of immense size. He was given the task of guarding the Gates of Death in ancient times. He possesses considerable magical and physical might, and his eternal task of guarding the Gates has given him knowledge of Death and the Afterworld. As a guardian of the Gates, he is accompanied by Shades from beyond whenever he goes into battle.
-->The Lord of the Gates is a demigod of immense size. He was given the task of guarding the Gates of Death in ancient times. He possesses considerable magical and physical might and his eternal task of guarding the Gates has given him knowledge of Death and the Afterworld. As a guardian of the Gates, he is accompanied by shades from beyond whenever he goes into battle.

The Lady of Love is a giant of divine heritage. She is blessed with aphrodisiac beauty few mortals would dream of harming her. Her mere presence brings love to flower and the province in which she dwells will have unrest decreased.
-->The Lady of Love is a giant of divine heritage. She is blessed with aphrodisiac beauty and few mortals would dream of harming her. Her mere presence brings love to flower and the province in which she dwells will have unrest decreased.

The Lord of Rebirth is a giant of divine heritage. He claims dominion over the cycles of growth, death, and rebirth. He wears a calathos on his head from which sprouts olive leaves.
-->The Lord of Rebirth is a giant of divine heritage. He claims dominion over the cycles of growth, death and rebirth. On his head he wears a calathos from which olive leaves sprout.

The Mother of Rivers is a giant of divine heritage. She claims dominion over the great rivers of the world. Her will and her great pitcher brings life to the land. She can draw from the magic of great rivers and gets two gems of Water magic each month.
-->The Mother of Rivers is a giant of divine heritage. She claims dominion over the great rivers of the world. Her will and her great pitcher bring life to the land. She can draw from the magic of great rivers and gets two gems of Water magic each month.

The Lady of Springs is a divine being sprung from the spring of a mighty river. She claims dominion over the forest streams and everything living in them. She can draw from the magic of all springs and gets two gems of Water magic each month.
-->The Lady of Springs is a divine being sprung from the spring of a mighty river. She claims dominion over the forest streams and everything living in them. She can draw from the magic of all springs and gets two gems of Water magic each month.

Dagon is an Atlantian grown to immense proportions. The physical might of Dagon is rivaled only by that of the Dragon and Cyclops. Dagon is rather weak in magical might, but the divine authority of Dagon is considerable. Dagon is amphibious.
-->The Dagon is an Atlantian grown to immense proportions. The physical might of Dagon is rivaled only by that of the Dragon and the Cyclops. The Dagon is rather weak in magical might, but its divine authority is considerable. The Dagon is amphibious.

The Gorgon is a female beast of horrific appearance. Her hair is a mass of snakes, and her eyes burn with amber fires. Great flapping wings grow from her shoulders. The mere sight of a Gorgon is enough to petrify weak beings. The Gorgon is not as versatile as the Arch Mage, nor as powerful as the Oracle in magic strength.
-->The Gorgon is a female beast of horrific appearance. Her hair is a mass of snakes and her eyes burn with amber fire. Great flapping wings grow from her shoulders. The mere sight of a Gorgon is enough to petrify weak beings. The Gorgon is not as versatile as the Arch Mage nor as powerful as the Oracle in magic strength.

This being is the lord of an ancient forest and all its inhabitants. The Lord of the Wild practices the old arts and is a master of Nature and Blood magic. Human females in the vicinity will shed their civilized ways and serve the Lord of the Wild in a life of revelry. These females are called Maenads, and they will come in great numbers in a Dominion with great turmoil.
-->This being is the lord of an ancient forest and all its inhabitants. The Lord of the Wild practices the old arts and is a master of Nature and Blood magic. Human females in his vicinity will shed their civilized ways and serve the Lord of the Wild in a life of revelry. These females are called maenads and they will come in great numbers in a Dominion with great turmoil.

The Nerid is an aquatic being with the appearance of an immense mermaid. She is a very powerful Water magician but rarely masters other Paths of magic. She may never leave her marine realm.
-->The Nerid is an aquatic being with the appearance of an immense mermaid. She is a very powerful Water magician but rarely masters other paths of magic. She may never leave her marine realm.

The Wyrm is an enormous serpent with one head at each end of its huge body. The physical might of the Wyrm is awesome, and even Dragons avoid battles with the great serpent. The bite of a Wyrm is poisonous, and the beast regenerates from wounds during battle.
-->The Wyrm is an enormous serpent with one head at each end of its huge body. The physical might of the Wyrm is awesome and even Dragons avoid battles with the great serpent. The bite of a Wyrm is poisonous and the beast regenerates from wounds during battle.

When the Devatas and Yakshas of Kailasa were forced to leave the world, their Lord was trapped. The Destroyer of Worlds is a huge four armed divinity reawakened to destroy the world that wronged him in ages past. The Destroyer is armed with weapons of iron, and lightning, death and disease is his to give.
-->When the Devatas and Yakshas of Kailasa were forced to leave the world, their Lord was trapped. The Destroyer of Worlds is a huge four-armed divinity reawakened to destroy the world that wronged him in ages past. The Destroyer is armed with weapons of iron, and lightning, death and disease are his to give.

The Deva is a huge four armed divinity with a horrible appearance. She is a slayer of demons and she holds a demon head in her hand and a bowl into which blood from the head constantly pours. Demon blood also pours from her open mouth. The Deva wields a sword which thirsts for demon blood and a trident that forces demons to halt.
-->The Deva is a huge four-armed divinity with a horrible appearance. She is a slayer of demons and she holds a demon head in her hand and a bowl into which blood from the head constantly pours. Demon blood also pours from her open mouth. The Deva wields a sword which thirsts for demon blood and a trident that forces demons to halt.

The Golden Naga is a hideous being from an earlier age no longer thought to exist. Rumor has it that the Golden Naga once claimed godhood as a pretending god. If there was in fact a Golden Naga it was probably imprisoned in Tartarus by a previous Pantokrator.
-->The Golden Naga is a hideous being from an earlier age, no longer thought to exist. Rumor has it that the Golden Naga once claimed godhood as a Pretender God. If there was in fact a Golden Naga, it was probably imprisoned in Tartarus by a previous Pantokrator.

The Mother of Monsters is an ancient being that have given birth to serpent kin, monsters and false gods for ages. She is a hideous being with the upper torso of a human female and the lower body of a great serpent. She is a powerful and versatile mage skilled in the Paths of Nature and Death. The Mother of Monsters is always surrounded by noxious fumes and she is naturally resistant to poison. As a mother of serpent kin she sacred to Lamias, and will receive three additional Lamias with each summoning.
-->The Mother of Monsters is an ancient being that has given birth to serpent-kin, monsters and false gods for ages. She is a hideous being with the upper torso of a human female and the lower body of a great serpent. She is a powerful and versatile mage skilled in the paths of Nature and Death. The Mother of Monsters is always surrounded by noxious fumes and she is naturally resistant to poison. As a mother of serpent-kin she sacred to Lamias and will receive three additional Lamias with each summoning.

The Drakaina was once a Titaness cursed by a pretending god or previous Pantokrator with a hideous form. Once beautiful beyond belief she now appears as a woman with the lower part of a huge serpent. From the serpent grows six baying dogs that hunger for human flesh. The Drakaina is skilled in the Paths of Water and Death.
-->The Drakaina was once a Titaness cursed by a Pretender God or previous Pantokrator with a hideous form. Once beautiful beyond belief, she now appears as a woman with the lower part of a huge serpent. From the serpent grow six baying dogs that hunger for human flesh. The Drakaina is skilled in the paths of Water and Death.

The Old Man of the Sea is a wise being with a great knowledge of the workings of magic. The lower part of his body is that of a sea serpent and he usually lives near some magic place in the ocean. He can live equally well above the surface should he choose to.
-->The Old Man of the Sea is a wise being with a great knowledge of the workings of magic. The lower part of his body is that of a sea serpent and he usually lives near some magical place in the ocean. He can live equally well above the surface should he choose to.

The Lord of the Waves is a powerful underwater being who is set on becoming the next true God. He has skill in the magic paths of Water and Earth and is able to leave the sea should he choose to.
-->The Lord of the Waves is a powerful underwater being who is set on becoming the next true God. He has skill in the magic paths of Water and Earth and is able to leave the sea should he choose to.

The Manticore is a strange and hideous being. It has the body of a huge lion, the tail of a scorpion, a human head, and huge, leathery wings. The Manticore is a mighty beast rivaled only by the great Dragons in physical power.
-->The Manticore is a strange and hideous being. It has the body of a huge lion, the tail of a scorpion, a human head and huge, leathery wings. The Manticore is a mighty beast rivaled only by the great Dragons in physical power.

The Scorpion King is a hideous and twisted being with the body of a huge scorpion and the upper torso of a scaly human. The Scorpion King is a mighty beast able to strike with his scorpion stinger and any forged weapons he may carry.
-->The Scorpion King is a hideous and twisted being with the body of a huge scorpion and the upper torso of a scaly human. The Scorpion King is a mighty beast capable of striking simultaneously with his scorpion stinger and any forged weapons he may carry.

The Mother of Tuathas is a demigod of immense size. She is the mother of the Tuatha De Danann who once ruled the lands of man. She is skilled in Air and Nature magic and is a master of illusion, able to hide her true identity.
-->The Mother of Tuathas is a demigod of immense size. She is the mother of the Tuatha De Danann who once ruled the lands of men. She is skilled in Air and Nature magic and is a master of illusion, able to hide her true identity.

The Asynja is a female Aesir who has survived the death of her kin. The Aesir were ancient gods who had been defeated aeons ago by the Rimtursar in a cataclysmic battle. The Asynja is a mighty warrior skilled in Air magic.
-->The Asynja is a female Aesir who has survived the death of her kin. The Aesir were ancient gods who were defeated aeons ago by the Rimtursar in a cataclysmic battle. The Asynja is a mighty warrior skilled in Air magic.

The Lady of Fortune is a demigod of immense size. She is sprung from a mighty river and is skilled in Water and Astral magic. She is able to grant her followers the ability to breathe water, and good fortunes effect the province in which she dwells.
-->The Lady of Fortune is a demigod of immense size. She is sprung from a mighty river and is skilled in Water and Astral magic. She is able to grant her followers the ability to breathe water and good fortune affects the province in which she dwells.

The Great Mother is a huge clay being resembling a swelling, pregnant woman. She is a mighty user of Earth and Nature magic but lacks the ability to master other forms of magic.
-->The Great Mother is a huge clay being resembling a swelling, pregnant woman. She is a mighty user of Earth and Nature magic, but lacks the ability to master other forms of magic.

The Lord of Fertility is a naked giant gifted with powers of fertility. His mere presence causes crops to grow and babies to be born. His divinity manifests itself in his horns. His cornucopia, the horn of plenty, brings forth enough food to feed fifty soldiers. The Lord of Fertility is a master of Nature magic.
-->The Lord of Fertility is a naked giant gifted with powers of fertility. His mere presence causes crops to grow and babies to be born. His divinity manifests itself in his horns. His Cornucopia, the Horn of Plenty, brings forth enough food to feed fifty soldiers. The Lord of Fertility is a master of Nature magic.

The Son of Niefel is a frost giant descended from the old Rimtursar. The giant is sprung from the glaciers of Niefelheim, Land of Eternal Frost. His beard is made of icicles, and his shield and sword are forged from the purest ice. The Son of Niefel is constantly surrounded by an icy wind, and Winter Wolves will come to his aid whenever he is in a cold province.
-->The Son of Niefel is a frost giant descended from the old Rimtursar. The giant is sprung from the glaciers of Niefelheim, Land of Eternal Frost. His beard is made of icicles and his shield and sword are forged from the purest ice. The Son of Niefel is constantly surrounded by an icy wind and Winter Wolves will come to his aid whenever he is in a cold province.

The Father of Serpents is a huge serpent-headed being born deep in a forlorn jungle. During battle, Serpents will come to his aid, and he is skilled in both Nature and Death magic. The Father of Serpents is a mighty warrior armed with an enchanted snake staff.
-->The Father of Serpents is a huge, serpent-headed being born deep in a forlorn jungle. During battle, serpents will come to his aid and he is skilled in both Nature and Death magic. The Father of Serpents is a mighty warrior armed with an enchanted snake staff.

The Lord of the Desert Sun is a lion-headed titan claiming dominion over the sun and the wild lands beyond the borders of civilization. Lions follow him and during battle they will come to his aid.
-->The Lord of the Desert Sun is a lion-headed titan claiming dominion over the Sun and the wild lands beyond the borders of civilization. Lions follow him and during battle they will come to his aid.

The Lord of the Summer Plague is a titan claiming dominion over the summer heat. With the heat comes draught and famine, plague and pestilence. The lion-headed Lord is a god of death and his bow strikes men with death or disease.
-->The Lord of the Summer Plague is a titan claiming dominion over the summer heat. With the heat comes draught and famine, plague and pestilence. The lion-headed Lord is a god of death and his bow strikes men with death or disease.

The Jade Emperor is an ancient celestial being who has descended from the celestial spheres to claim this world as his Empire. He appears as an old, bearded man of huge proportions, dressed in the robes of a bureaucrat. He has great powers of Water, Air and Astral magic and is able to change fate itself. The Jade Emperor will prevent one third of all Bad Events in the land where he dwells.
-->The Jade Emperor is an ancient Celestial being who has descended from the Celestial Spheres to claim this world as his Empire. He appears as an old, bearded man of huge proportions, dressed in the robes of a bureaucrat. He has great powers of Water, Air and Astral magic and is able to change fate itself. The Jade Emperor will prevent one third of all bad events in the land where he dwells.

The Lord of the Night is a terrible being risen from the forests of Mictlan. It resembles a human with the wings and head of a bat. The Lord of the Night can call Fiends of Darkness to aid him in battle, and he is skilled in both Blood and Death magic. The Lord of the Night is stealthy and can travel unseen under the night skies. Like all gods of the Mictlan pantheon, the beast craves blood, and his Dominion will diminish unless he is sated with human sacrifices.
-->The Lord of the Night is a terrible being risen from the forests of Mictlan. It resembles a human with the wings and head of a bat. The Lord of the Night can call fiends of darkness to aid him in battle and he is skilled in both Blood and Death magic. The Lord of the Night is stealthy and can travel unseen under the night skies. Like all gods of the Mictlan pantheon, the beast craves blood and his Dominion will diminish unless he is sated with human sacrifices.

The Smoking Mirror is a great Mictlan sorcerer claiming divinity. As master of magic, Lord of the Night Skies and the sun personified, he has become the supreme god of the Mictlan pantheon. He has the ability to disguise himself as a jaguar of exceptional size. With his smoking obsidian mirror, he can divine the fates of men. Like all gods of the Mictlan pantheon, he craves human sacrifices.
-->The Smoking Mirror is a great Mictlan sorcerer claiming divinity. As master of magic, Lord of the Night Skies and the sun personified, he has become the supreme god of the Mictlan pantheon. He has the ability to disguise himself as a jaguar of exceptional size. With his smoking obsidian mirror, he can divine the fates of men. Like all gods of the Mictlan pantheon, he craves human sacrifices.

The Phoenix is an immortal heron sprung from the rays of the sun at the first dawn. It is skilled in Air and Fire magic but lacks the physical strength of most Pretenders.
-->The Phoenix is an immortal heron sprung from the rays of the sun at the first dawn. It is skilled in Air and Fire magic but lacks the physical strength of most Pretenders.

The Shedu is a guardian spirit of great powers. It has realized the aspirations of the other Pretenders and will protect its subjects by donning the mantle of a God itself. It has the appearance of a great winged bull with a crowned human head. The Shedu is physically powerful and attuned to the protective powers of the Earth and the stars, but it rarely masters other Paths of magic.
-->The Shedu is a guardian spirit of great power. It has realized the aspirations of the other Pretenders and will protect its subjects by donning the mantle of a God itself. It has the appearance of a great winged bull with a crowned human head. The Shedu is physically powerful and attuned to the protective powers of the Earth and the stars, but it rarely masters other paths of magic.

The Blood Slave is typically a female virgin with blood of great purity, enslaved and drugged to be used as a sacrifice in Blood magic. If left without commanders, they will run away or fall whimpering to the ground.
-->A blood slave is typically a female virgin with blood of great purity, enslaved and drugged to be used as a sacrifice in Blood magic. If left without commanders, they will run away or fall whimpering to the ground.

The Gnome is an old creature of Earth and Nature. Gnomes appear as small, gnarled old men with bright, red caps. They usually live in forests or vales far from civilization, where they tend the flora and fauna of the region. Gnomes use illusions to hide themselves and are therefore difficult to find.
-->The Gnome is an old creature of Earth and Nature. Gnomes appear as small, gnarled old men with bright, red caps. They usually live in forests or vales far from civilization, where they tend the flora and fauna of the region. Gnomes use illusions to hide themselves and are therefore difficult to find.

The Fire Lord is a Warrior Mage trained in the art of battle and the Path of Fire. They don heavy armors and ride into battle on proud stallions.
-->Fire Lords are warrior mages trained in the art of battle and the path of Fire. They don heavy armor and ride into battle on proud stallions.

The Warrior Mage is a mounted champion with some magical skills. They don heavy armors and ride into battle on proud stallions. Most Warrior Mages use simple elemental spells that enhance their battle prowess.
-->Warrior mages are mounted champions with some magical skills. They don heavy armor and ride into battle on proud stallions. Most warrior mages use simple Elemental spells that enhance their battle prowess.

Adept in Death magic, Necromancers can command the dead and are known to raise armies of walking dead to conquer civilized regions for their own dark ends.
-->Adept in Death magic, necromancers can command the dead and are known to raise armies of walking dead to conquer civilized regions for their own dark ends.

A Wizard is a full member of a magical academy. His membership allows him to practice the magic Paths he find most interesting. This means that a Wizard's base of magical knowledge can vary widely.
-->A wizard is a full member of a magical academy. His membership allows him to practice the magic paths he finds most interesting. This means that a wizard's base of magical knowledge can vary widely.

This Wizard is a member of the Academy of the Crescent Moon. The Academy lies near Lake Crescent, and its mages are skilled in Water and Astral magic.
-->This wizard is a member of the Academy of the Crescent Moon. The Academy lies near Lake Crescent and its mages are skilled in Water and Astral magic.

The Sorcerer is master of non-elemental magic. Their predilection for the Paths of Death and Blood magic have given them a bad reputation.
-->Sorcerers are masters of non-Elemental magic. Their predilection for the paths of Death and Blood magic has given them a bad reputation.

A powerful conjurer able to summon the dead and demons from beyond, a Circle Master practices the Paths of Death and Blood and is deeply feared by common men.
-->A powerful conjurer able to summon the dead and demons from beyond, the Circle Master practices the paths of Death and Blood and is deeply feared by common men.

A student of the arts of Death and Blood, the Conjurer hopes to achieve the strength to summon unholy powers to his aid.
-->A student of the arts of Death and Blood, the conjurer hopes to achieve the strength to summon unholy powers to his aid.

The Enchanter is a mage skilled in the Paths of Nature and Astral magic.
-->An enchanter is a mage skilled in the paths of Nature and Astral magic.

Cloud Mages are students of Air magic.
-->Cloud mages are students of Air magic.

The Pyromancer is a mage of flame and fire.
-->A pyromancer is a mage of flame and Fire.

The Sea Father is a priest who worships the element of Water. He is skilled in Water magic and excels at granting people water-breathing abilities. He may bring ten air-breathers underwater.
-->A Sea Father is a priest who worships the element of Water. He is skilled in Water magic and excels at granting people water-breathing abilities. He may bring ten air-breathers underwater.

Bloodhenge Druids were once of the same faith as ordinary Druids, but they have turned to worship of ancient, bloodthirsty gods. Now they believe that Nature has become insatiable and requires blood to spare the human race. They are adept at Blood magic and have some skill in Nature magic.
-->Bloodhenge Druids were once of the same faith as ordinary Druids, but they have turned to the worship of ancient, bloodthirsty gods. Now they believe that Nature has become insatiable and requires blood to spare the human race. They are adept at Blood magic and have some skill in Nature magic.

The Adept is a member of one of three closely connected Orders. All three Orders study Astral magic, but each specializes in one Element. The Golden Order studies Fire. Adepts of the Metal Orders are good at spell research.
-->An Adept is a member of one of three closely connected Orders. All three Orders study Astral magic, but each specializes in one Element. The Golden Order studies Fire. Adepts of the Metal Orders are good at spell research.

The Adept is a member of one of three closely connected Orders. All three Orders study Astral magic, but each specializes in one Element. The Silver Order studies Air. Adepts of the Metal Orders are good at spell research.
-->An Adept is a member of one of three closely connected Orders. All three Orders study Astral magic, but each specializes in one Element. The Silver Order studies Air. Adepts of the Metal Orders are good at spell research.

The Adept is a member of one of three closely connected Orders. All three orders study Astral magic, but each specializes in one Element. The Iron Order studies Earth. Adepts of the Metal Orders are good at spell research.
-->An Adept is a member of one of three closely connected Orders. All three orders study Astral magic, but each specializes in one Element. The Iron Order studies Earth. Adepts of the Metal Orders are good at spell research.

A Crystal Mage is a student of crystal magic, a combination of Astral and Earth magic concerned with the usage of crystals as arcane medium. Crystal Mages have invented the Crystal Matrix, the Crystal Coin, and the Crystal Heart, among other things.
-->A crystal mage is a student of crystal magic, a combination of Astral and Earth magic concerned with the usage of crystals as arcane medium. Crystal mages have invented the crystal matrix, the crystal coin, and the crystal heart, among other things.

Illusionists are mages who use Air magic to hide truth and confuse enemies.
-->Illusionists are mages who use Air magic to hide the truth and confuse enemies.

Moon Mages are dark mages adept in Astral magic and have some Necromantic knowledge.
-->Moon mages are dark mages adept in Astral magic and have some necromantic knowledge.

A Sorceress is a female mage specializing in Astral and Air magic.
-->A sorceress is a female mage specializing in Astral and Air magic.

Female mages specializing in Nature magic, Enchantresses are also trained in one or several elemental Paths.
-->Female mages specializing in Nature magic, enchantresses are also trained in one or several Elemental paths.

An Alchemist is a mage whose goal is to transform base metals into gold. Alchemists are generally wealthy and will not serve unless very well paid. Alchemists gain a 50 percent bonus when making gold with alchemy.
-->An alchemist is a mage whose goal is to transform base metals into gold. Alchemists are generally wealthy and will not serve unless they are very well paid. Alchemists gain a 50 percent bonus when making gold with alchemy.

Mages of Nature, Animists are reclusive and avoid the company of others. Animists have an affinity with Vinemen and can awaken more of them with each casting of the ritual.
-->Mages of Nature, animists are reclusive and avoid the company of others. Animists have an affinity with vine men and can awaken more of them with each casting of the ritual.

Sages are students of the magic of the spheres. They are not magically powerful but excel at spell research.
-->Sages are students of the magic of the Spheres. They are not magically powerful but excel at spell research.

Lore Masters are Sages of extraordinary skills. They share the Sages' aptitude for research but are also skilled in various forms of magic.
-->Lore Masters are sages of extraordinary skill. They share the sages' aptitude for research but are also skilled in various forms of magic.

The Magus is a mage of heavenly and mundane Fire. Many Magi worship fires or stellar bodies and have a priestly hierarchy, but they don't wield priestly authority.
-->A Magus is a mage of heavenly and mundane Fire. Many Magi worship fires or stellar bodies and have a priestly hierarchy, but they don't wield priestly authority.

The High Magus is a leader of the fire worship at the High Temple of the Magi. The High Magus is skilled in Astral and Fire magic.
-->A High Magus is a leader of the fire worship at the High Temple of the Magi. The High Magus is skilled in Astral and Fire magic.

Strange students of the stellar mysteries and guardians of hidden Arcana, Shadow Seers live outside time and space and appear as Shades only barely visible to ordinary men. They are previously only known from legends.
-->Strange students of the stellar mysteries and guardians of hidden Arcana, Shadow Seers live outside time and space and appear as shades only barely visible to ordinary men. They are previously known only from legends.

The Grey Knights are Shadelike servants of the Shadow Seers. They share their masters' ability to ignore the passage of time and are just as difficult to observe. They are previously only known from legends.
-->The Grey Knights are shadelike servants of the Shadow Seers. They share their masters' ability to ignore the passage of time and are just as difficult to observe. They are previously known only from legends.

The Grey Lords are the commanders of the Grey Knights. They share the Shadow Seers' ability to ignore the passage of time and are as difficult to observe. They are previously only known from legends.
-->The Grey Lords are the commanders of the Grey Knights. They share the Shadow Seers' ability to ignore the passage of time and are as difficult to observe. They are previously known only from legends.

The Eternal Knights swore to serve the Holy Father of Eldregate and were granted immortality. With the fall of Ermor, they fought against their corrupted masters but were overwhelmed and imprisoned. With the reemergence of Ermor, they escaped their infernal prison. Now they serve themselves and often fight for the highest bidder. The Eternal Knights wield great, flaming swords that shred the flesh of undead beings.
-->The Eternal Knights swore to serve the Holy Father of Eldregate and were granted immortality. With the Fall of Ermor, they fought against their corrupted masters but were overwhelmed and imprisoned. With the reemergence of Ermor, they escaped their Infernal prison. Now they serve themselves and often fight for the highest bidder. The Eternal Knights wield great, flaming swords that shred the flesh of undead beings.

The Blood Guards are the last members of a sinister warrior sect sworn to guard the tomb of their old master. With the aid of Blood magic and gruesome rituals they have gained great powers, but lost much of their humanity. The Blood Guards need the dark rituals of their home to survive. If they leave their home they will die within months.
-->The Blood Guards are the last members of a sinister warrior sect sworn to guard the tomb of their old master. With the aid of Blood magic and gruesome rituals, they have gained great power, but lost much of their humanity. The Blood Guards need the dark rituals of their home to survive. If they leave their home they will die within months.

Troglodytes are huge, stupid subterranean beings of great strength. Troglodytes sometimes side with the Pale Ones of Agartha.
-->Troglodytes are huge, stupid, subterranean beings of great strength. Troglodytes sometimes side with the Pale Ones of Agartha.

Villains are lawless humans who skulk about the wilderness and are known for their treacherous ways. Villains are skilled woodsmen able to pass unseen through enemy provinces.
-->Villains are lawless humans who skulk about the wilderness and are known for their treacherous ways. Villains are skilled woodsmen and able to pass unseen through enemy provinces.

The Centaur Chariot is a chariot with scythed wheels pulled by an enslaved Centaur. The Chariot is mainly an offensive weapon and is quite vulnerable to attack. The charge of a Chariot causes tremendous damage to lightly armed troops. Charioteers are armed with bows and short swords, and the Centaurs wield spears.
-->A centaur chariot is a chariot with scythed wheels pulled by an enslaved centaur. The chariot is mainly an offensive weapon and is quite vulnerable to attack. The charge of a chariot causes tremendous damage to lightly armed troops. Charioteers are armed with bows and short swords and the centaurs wield spears.

Death bestowed great necromantic powers upon the Old King, who sits atop a dead, rotting elephant and focuses his power to animate the great beast.
-->Death bestowed great necromantic powers upon the Old King, who sits atop a dead, rotting elephant and focuses his power to animate the great beast.

Hoburg Militia are trained to use very small staffs. Since they are not skilled fighters, they are not very useful in battle.
-->Hoburg militia are trained to use very small staffs. Since they are not skilled fighters, they are not very useful in battle.

The Hoburg Crossbowmen have received some combat training with the crossbow. They are the primary defence of the Hoburgs.
-->Hoburg crossbowmen have received some combat training with the crossbow. They are the primary defence of the Hoburgs.

The Burgmeister is a prominent farmer elected to lead a Hoburg council. They are not particularly good at things military, but they eat a lot and inspire their friends with their merry laughter.
-->The Burgmeister is a prominent farmer elected to lead a Hoburg council. They are not particularly good at things military, but they eat a lot and inspire their friends with their merry laughter.

To the short people farming is the center of religion. The priests organize the sowing, the harvesting, and the festivals before and after all agricultural activities. They have some skills in nature magic.
-->To the short people farming is the center of religion. The priests organize the sowing, the harvesting and the festivals before and after all agricultural activities. They may have some skills in Nature magic.

Amazons are a people of semi-civilized tribes ruled by women. The Amazonian culture is centered around warfare and prowess in combat. The Amazon community is comprised of four tribes led by Sorceresses and Priestesses trained in magic. Crystal Amazons are adept archers but are unfit for melee.
-->Amazons are a people of semi-civilized tribes ruled by women. The Amazonian culture is centered around warfare and prowess in combat. The Amazon community is comprised of four tribes led by sorceresses and priestesses trained in magic. Crystal Amazons are adept archers, but unfit for melee.

In the Crystal Society, Pegasi are trained from birth by warrior maidens of the temples. There, the Pegasi learn to trust no one else but their masters. Crystal Maidens are master archers with melee training. They are sacred troops and can be blessed.
-->In the Crystal Society, pegasi are trained from birth by warrior maidens of the temples. There, the pegasi learn to trust no one else but their masters. Crystal Maidens are master archers with melee training. They are sacred troops and can be blessed.

The Sorceresses and Priestesses are the rulers of Amazonian society. They perform ceremonies and blessings and train the sacred troops of the tribe. Crystal Amazons use Air and Astral magic.
-->The sorceresses and priestesses are the rulers of Amazonian society. They perform ceremonies and blessings and train the sacred troops of the tribe. Crystal Amazons use Air and Astral magic.

Amazons are a people of semi-civilized tribes ruled by women. The Amazonian culture is centered around warfare and prowess in combat. The Amazon community is comprised of four tribes led by Sorceresses and Priestesses trained in magic. The Onyx Amazons use heavier armors than the other tribes.
-->Amazons are a people of semi-civilized tribes ruled by women. The Amazonian culture is centered around warfare and prowess in combat. The Amazon community is comprised of four tribes led by sorceresses and priestesses trained in magic. The Onyx Amazons use heavier armor than the other tribes.

In the temples of the Onyx Society, the bones of horses are reassembled by the Sorceresses and given to warrior maidens of the temple to ride. The maidens who ride the Nightmares use their own life forces to keep the abominations together. This is very exhausting, but well worth the effort. The otherworldly shrieks and gruesome appearance of an Undead Horse are enough to scare even the bravest of warriors. The Nightmares are sacred troops and can be blessed.
-->In the temples of the Onyx Society, the bones of horses are reassembled by the sorceresses and given to warrior maidens of the temple to ride. The maidens who ride the Nightmares use their own life force to keep the abominations together. This is very exhausting, but well worth the effort. The otherworldly shrieks and gruesome appearance of an undead horse are enough to scare even the bravest of warriors. The Nightmares are sacred troops and can be blessed.

The Sorceresses and Priestesses are the rulers of Amazonian society. They perform ceremonies and blessings and train the sacred troops of the tribe. Onyx Amazons use Earth and Death magic. Onyx Priestesses have greater priestly authority than the Priestesses of other tribes.
-->The sorceresses and priestesses are the rulers of Amazonian society. They perform ceremonies and blessings and train the sacred troops of the tribe. Onyx Amazons use Earth and Death magic. Onyx Priestesses have greater priestly authority than the priestesses of other tribes.

Amazons are a people of semi-civilized tribes ruled by women. The Amazonian culture is centered around warfare and prowess in combat. The Amazon community is led by Sorceresses and Priestesses trained in magic. There are four tribes of Amazons. The Jade Amazons are known for their skill in magic.
-->Amazons are a people of semi-civilized tribes ruled by women. The Amazonian culture is centered around warfare and prowess in combat. The Amazon community is led by sorceresses and priestesses trained in magic. There are four tribes of Amazons. The Jade Amazons are known for their skill in magic.

In the temples of the Jade Society, giant, lizard-like beings are trained from birth by warrior maidens of the temple. The Lizards are somewhat slower than horses, but they can use their powerful jaws in battle. They are sacred troops and can be blessed.
-->In the temples of the Jade Society, large, lizard-like beings are trained from birth by warrior maidens of the temple. The jade lizards are somewhat slower than horses, but they can use their powerful jaws in battle. They are sacred troops and can be blessed.

The Sorceresses and Priestesses are the rulers of Amazonian society. They perform ceremonies and blessings and train the sacred troops of the tribe. Jade Amazons are more skilled in magic than the other tribes. Their Priestesses use Water and Nature magic, and their Sorceresses complement Water and Nature magic with other magic Paths.
-->The sorceresses and priestesses are the rulers of Amazonian society. They perform ceremonies and blessings and train the sacred troops of the tribe. Jade Amazons are more skilled in magic than the other tribes. Their priestesses use Water and Nature magic and their sorceresses complement Water and Nature magic with other magic paths.

Amazons are a people of semi-civilized tribes ruled by women. The Amazonian culture is centered around warfare and prowess in combat. The Amazon community is comprised of four tribes led by Sorceresses and Priestesses trained in magic. The Garnet Amazons are said to have sprung from an early breeding experiment of the Warlocks of the Smouldercone. They are resistant to fire and use Blood and Fire magic as the Abysians do. They are more aggressive and arrogant than the other tribes.
-->Amazons are a people of semi-civilized tribes ruled by women. The Amazonian culture is centered around warfare and prowess in combat. The Amazon community is comprised of four tribes led by sorceresses and priestesses trained in magic. The Garnet Amazons are said to have sprung from an early breeding experiment of the Warlocks of Smouldercone. They are resistant to fire and use Blood and Fire magic as the Abysians do. They are more aggressive and arrogant than the other tribes.

In the Garnet Society, Gryphons are trained from birth by warrior maidens of the temple. The Gryphons are large, winged beasts of tremendous ferocity. They are sacred troops and can be blessed.
-->In the Garnet Society, gryphons are trained from birth by warrior maidens of the temple. Gryphons are large, winged beasts of tremendous ferocity. They are sacred troops and can be blessed.

In the Garnet Society, Gryphons are trained from birth by warrior maidens of the temple. The Gryphons are large, winged beasts of tremendous ferocity. Gryphon Riders are sacred troops and can be blessed.
-->In the Garnet Society, gryphons are trained from birth by warrior maidens of the temple. Gryphons are large, winged beasts of tremendous ferocity. Gryphon Riders are sacred troops and can be blessed.

The Sorceresses and Priestesses are the rulers of Amazonian society. They perform ceremonies and blessings and train the sacred troops of the tribe. Garnet Amazons use Blood and Fire magic.
-->The sorceresses and priestesses are the rulers of Amazonian society. They perform ceremonies and blessings and train the sacred troops of the tribe. Garnet Amazons use Blood and Fire magic.

Light Weight Scale Mail
-->Lightweight Scale Mail

Weigthless Scale
-->Weightless Scale

Ultan, Ultan
-->Ultan

Thing from the Void
-->Thing From The Void

:Thing that Should not Be
-->:Thing That Should Not Be

Atlantian Shield Wielder
-->Atlantian Shield Bearer

Thing from Beyond
-->Thing From Beyond

Thing that Should not Be
-->Thing That Should Not Be

Thing of many Eyes
-->Thing of Many Eyes

Sword of many Colors
-->Sword of Many Colors




