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

The Path of Fire deals with the control of the different manifestations of fire such as light, heat, and flame, as well as their effects on the material world. It is the most violent and destructive of all Paths of magic. Masters of Fire can set the lands and heavens ablaze. Initiates of the Path can project fire blasts at enemies. While there are some ritual and divinatory spells, most Fire spells are used in battle. Fire mages carry an aura of righteous authority that allows them to command more troops. Fire mages tend to be violent and aggressive and receive a bonus to their Attack skill. When it is raining, Fire magic is more demanding to use, and all Fire spells have twice the normal Fatigue cost.
-->The Path of Fire deals with the control of the different manifestations of fire, such as light, heat and flame, as well as their effects on the material world. It is the most violent and destructive of all Paths of magic. Masters of Fire can set the lands and heavens ablaze. Initiates of the Path can project fire blasts at enemies. While there are some ritual and divinatory spells, most Fire spells are used in battle. Fire mages carry an aura of righteous authority that allows them to command more troops. Fire mages tend to be violent and aggressive and receive a bonus to their Attack skill. When it is raining, Fire magic is more demanding to use and all Fire spells have twice the normal Fatigue cost.

The Path of Air deals with the control of the different manifestations of air such as wind, lightning, or illusion. Air spells can have destructive and widespread effects on the material world and are often less costly in fatigue than the spells of other paths. Air mages receive one extra point of Precision per level of Air magic.
-->The Path of Air deals with the control of the different manifestations of air, such as wind, lightning or illusion. Air spells can have destructive and widespread effects on the material world and are often less costly in fatigue than the spells of other paths. Air mages receive one extra point of Precision per level of Air magic.

The Path of Water deals with the control of the different manifestations of water such as rain, seas, and snow. During battle, the Water mage may cast devastating spells of frost and ice. Masters of Water can flood the coasts and rivers, open the floodgates of heaven, and blanket the forests in the heavy shroud of winter. All Water mages have great reflexes and get one extra point of defence per level of water magic skill.
-->The Path of Water deals with the control of the different manifestations of water, such as rain, seas and snow. During battle, the Water mage may cast devastating spells of frost and ice. Masters of Water can flood the coasts and rivers, open the floodgates of heaven and blanket the forests in the heavy shroud of winter. All Water mages have fast reflexes and get one extra point of defence per level of water magic skill.

The Path of Earth deals with the control of the different manifestations of the Earth such as metal, stone, and the very ground. Armors can be fortified and weapons enchanted to cut through even the thickest plate mail. With Earth magic it is possible to endow living beings with the attributes of the Earth such as petrification, invulnerability, and physical fortitude. The Earth is inert and resists change; thus Earth magic tends to exhaust the caster more than other types of magic. Earth magic is useful in alchemy and in the forging of magical armors and weapons. A strong knowledge of the Path of Earth grants a very tough skin. Earth mages receive one extra point of Protection per level of Earth magic.
-->The Path of Earth deals with the control of the different manifestations of the Earth, such as metal, stone and the very ground. Armor can be fortified and weapons enchanted to cut through even the thickest plate mail. With Earth magic it is possible to endow living beings with the attributes of the Earth, such as petrification, invulnerability and physical fortitude. The Earth is inert and resists change; thus Earth magic tends to exhaust the caster more than other types of magic. Earth magic is useful in alchemy and in the forging of magical armor and weapons. A strong knowledge of the Path of Earth grants a very tough skin. Earth mages receive one extra point of Protection per level of Earth magic.

There are two sources of magic in the world: the celestial bodies and the life blood of living beings. The raw magic of the stars and planets is called Arcana. The Arcana flows from the stars and is filtered through different elements that alter its properties from its original raw form. Only under the open sky is the Arcana unfiltered and pure. Astral magic is a powerful tool of scrying and astrology, but it can also be used to manipulate reality and to thereby enable teleportation and arcane gateways. The close connection of the stellar bodies to the fates of man can be used to change the outcomes of certain events. Arcane magic can also be used to empower or dispel other spells. Astral magic is very versatile, useful, and powerful.
-->There are two sources of magic in the world: the celestial bodies and the life blood of living beings. The raw magic of the stars and planets is called Arcana. The Arcana flows from the stars and is filtered through different elements that alter its properties from its original raw form. Only under the open sky is the Arcana unfiltered and pure. Astral magic is a powerful tool of scrying and astrology, but it can also be used to manipulate reality and to thereby enable teleportation and arcane gateways. The close connection of the stellar bodies to the fates of man can be used to change the outcomes of certain events. Arcane magic can also be used to empower or dispel other spells. Astral magic is very versatile, useful and powerful.

The dark Path of Death deals with the control of the different manifestations of death and dying. It includes necromancy, reanimation rituals, and the destruction of body and life. Spells of Death are frightfully efficient in killing or disabling the bodies of enemies. Since death is personal and instant by nature, only the most powerful Death spells cause multiple deaths, and only over a period of time. A strong knowledge of the Path of Death is necessary to command huge hordes of Undead. A mage of this Path can command 20 Undead per level of Death magic.
-->The dark Path of Death deals with the control of the different manifestations of death and dying. It includes necromancy, reanimation rituals and the destruction of body and life. Spells of Death are frightfully efficient in killing or disabling the bodies of enemies. Since death is personal and instant by nature, only the most powerful Death spells cause multiple deaths and only over a period of time. A strong knowledge of the Path of Death is necessary to command huge hordes of undead. A mage of this Path can command 30 Undead per level of Death magic.

The Path of Nature deals with the control of the different manifestations of Nature. It includes control of animals and plants, as well as higher states of mind and body. Revelry and infatuation, healing and transformations, are all part of the Path of Nature. Spell Songs, another manifestation of nature magic, are restricted to Man. Knowledge of the Path of Nature is of great help when it comes to feeding your troops. A mage of this Path can feed 5 troops per level of Nature magic, and any regenerative powers of the mage will be boosted.
-->The Path of Nature deals with the control of the different manifestations of Nature. It includes control of animals and plants, as well as higher states of mind and body. Revelry and infatuation, healing and transformations, these are all part of the Path of Nature. Spell Songs, another manifestation of nature magic, are restricted to Tir na n'Og, Man and Eriu. Knowledge of the Path of Nature is of great help when it comes to feeding your troops. A mage of this Path can feed 10 troops per level of Nature magic and any regenerative powers of the mage will be boosted.

Blood is the second source of magic. It is the life-force inherent in all living beings. The Path of Blood is unique because no other Path requires sacrificial rites and techniques. While blood is common, pure sanguine power is not. Blood magic is tremendously exhausting, as the life-force of the caster is used to empower the spells. Since the body of the Blood mage is not powerful enough by itself to cast his spells, blood slaves are used. Blood slaves are virgins of total purity who are hunted and sacrificed to empower the Blood mage's spells. The Blood mage must search the countryside to find suitable virgins for sacrifice, and while this is necessary to obtain power, this practice greatly upsets the inhabitants of the province. Though not inherently evil, the Path of Blood is a dark art, and Blood mages are more than willing to sacrifice the innocent in exchange for power. Most rulers ban the practice of Blood magic and persecute Blood mages. Mages of the Path of Blood can command 5 Undead units per level of Blood magic.
-->Blood is the second source of magic. It is the life-force inherent in all living beings. The Path of Blood is unique because no other Path requires sacrificial rites and techniques. While blood is common, pure sanguine power is not. Blood magic is tremendously exhausting, as the life-force of the caster is used to empower the spells. Since the body of the Blood mage is not powerful enough by itself to cast his spells, blood slaves are used. Blood slaves are virgins of total purity who are hunted and sacrificed to empower the Blood mage's spells. The Blood mage must search the countryside to find suitable virgins for sacrifice and while this is necessary to obtain power, this practice greatly upsets the inhabitants of the province. Though not inherently evil, the Path of Blood is a dark art and Blood mages are more than willing to sacrifice the innocent in exchange for power. Most rulers ban the practice of Blood magic and persecute Blood mages. Mages of the Path of Blood can command 5 Undead units per level of Blood magic.

The Path of Fire is the most violent and destructive of all Paths of magic. Fire mages carry an aura of righteous authority that helps them command more troops, and the mages tend to be violent and aggressive and receive a bonus to their Attack skill.
-->The Path of Fire is the most violent and destructive of all Paths of magic. Fire mages carry an aura of righteous authority that helps them command more troops and the mages tend to be violent and aggressive and receive a bonus to their Attack skill.

The Path of Air deals with the control of the different manifestations of air such as wind, lightning, or illusion. Air mages receive one extra point of Precision per level of Air magic.
-->The Path of Air deals with the control of the different manifestations of air, such as wind, lightning or illusion. Air mages receive one extra point of Precision per level of Air magic.

The Path of Water deals with the control of the different manifestations of water such as rain, seas, and snow. Water mages have fast reflexes and receive one extra point of Defence per level of Water magic.
-->The Path of Water deals with the control of the different manifestations of water, such as rain, seas and snow. Water mages have fast reflexes and receive one extra point of Defence per level of Water magic.

The Path of Earth deals with the control of the different manifestations of the Earth such as metal, stone, and the very ground. Earth magic is useful in alchemy and in the forging of magical armors and weapons. Earth mages receive one extra point of Protection per level of Earth magic.
-->The Path of Earth deals with the control of the different manifestations of the Earth, such as metal, stone and the very ground. Earth magic is useful in alchemy and in the forging of magical armor and weapons. Earth mages receive one extra point of Protection per level of Earth magic.

Astral magic is the first source of magic and is very versatile, useful, and powerful. It can be used to alter the fate of a battle and either empower or dispel other spells.
-->Astral magic is the first source of magic and is very versatile, useful and powerful. It can be used to alter the fate of a battle and either empower or dispel other spells.

The dark Path of Death deals with necromancy, reanimation rituals, and the destruction of body and life. A strong knowledge of the Path of Death is necessary to command huge hordes of undead. A mage of this Path can command 20 Undead per level of Death magic.
-->The dark Path of Death deals with necromancy, reanimation rituals and the destruction of body and life. A strong knowledge of the Path of Death is necessary to command huge hordes of undead. A mage of this Path can command 30 undead per level of Death magic.

The Path of Nature deals with the control of the different manifestations of Nature. It includes control of animals and plants, as well as higher states of mind and body. A mage of this Path can feed 5 troops per level of Nature magic, and any regenerative powers of the mage will be boosted.
-->The Path of Nature deals with the control of the different manifestations of Nature. It includes control of animals and plants, as well as higher states of mind and body. A mage of this Path can feed 10 troops per level of Nature magic and any regenerative powers of the mage will be boosted.

Blood is the second source of magic and is banned by most rulers. Its sacrificial rites and techniques are unlike any other magic Path. Mages of the Path of Blood can command 5 Undead units per level of Blood magic.
-->Blood is the second source of magic and is banned by most rulers. Its sacrificial rites and techniques are unlike any other magic Path. Mages of the Path of Blood can command 5 undead units per level of Blood magic.

A land of Order is a prosperous and peaceful land where most days are quiet and uneventful. Most people are friendly and tend to share the same views as every one else. Strangers are quickly incorporated into society to reduce potential division. Beggars are meticulously kept off the streets and receive institutional alms. A land of Order can be a very boring place. On the other hand, a land of Turmoil is chaotic and uncivilized, filled with feuds and sudden murders. Even the weather is harsher and more turbulent. A land of Turmoil can be an interesting but dangerous place to visit.
-->A land of Order is a prosperous and peaceful land where most days are quiet and uneventful. Most people are friendly and tend to share the same views as everyone else. Strangers are quickly incorporated into society to reduce potential division. Beggars are meticulously kept off the streets and receive institutional alms. A land of Order can be a very boring place. On the other hand, a land of Turmoil is chaotic and uncivilized, filled with feuds and sudden murders. Even the weather is harsher and more turbulent. A land of Turmoil can be an interesting but dangerous place to visit.

ORDER/TURMOIL  A land of Order is a prosperous and peaceful land where most days are quiet and uneventful. Most people are friendly and tend to share the same views as every one else. On the other hand, a land of Turmoil is chaotic and uncivilized, filled with feuds and sudden murders. A land of Turmoil can be an interesting but dangerous place to visit.
-->ORDER/TURMOIL  A land of Order is a prosperous and peaceful land where most days are quiet and uneventful. Most people are friendly and tend to share the same views as everyone else. On the other hand, a land of Turmoil is chaotic and uncivilized, filled with feuds and sudden murders. A land of Turmoil can be an interesting but dangerous place to visit.

A land of Productivity is characterized by industrious people working every day, trying to do their best in everything they do. Plenty of goods are made and sold in the numerous bustling markets dotting the landscape. The peasants experiment with alternative crops, and the smiths try to increase productivity by inventing bigger and better bellows. A land of Productivity is an interesting and exciting place to visit. On the other hand, a land of Sloth is lazy and boring. Apathy reigns supreme, and even the slat-ribbed dogs ignore the occasional visitor. Donkeys stand about idly, blocking the streets, and no one cares to remove them. The forges lie cold and barren, and the city guards sleep at their posts. Most visitors to a land of Sloth can't be bothered to leave. Those who do rarely return.
-->A land of Productivity is characterized by industrious people working every day, trying to do their best in everything they do. Plenty of goods are made and sold in the numerous bustling markets dotting the landscape. The peasants experiment with alternative crops and the smiths try to increase productivity by inventing bigger and better bellows. A land of Productivity is an interesting and exciting place to visit. On the other hand, a land of Sloth is lazy and boring. Apathy reigns supreme and even the slat-ribbed dogs ignore the occasional visitor. Donkeys stand about idly, blocking the streets and no one cares to remove them. The forges lie cold and barren and the city guards sleep at their posts. Most visitors to a land of Sloth can't be bothered to leave. Those who do rarely return.

PRODUCTIVITY/SLOTH  A land of Productivity is characterized by industrious people working every day, trying to do their best in everything they do. Plenty of goods are made and sold in the numerous bustling markets dotting the landscape. A land of Sloth is a lazy and boring place where apathy reigns supreme. Donkeys stand about idly, blocking the streets, and no one cares to remove them.
-->PRODUCTIVITY/SLOTH  A land of Productivity is characterized by industrious people working every day, trying to do their best in everything they do. Plenty of goods are made and sold in the numerous bustling markets dotting the landscape. A land of Sloth is a lazy and boring place where apathy reigns supreme. Donkeys stand about idly, blocking the streets and no one cares to remove them.

A land of Growth is a land of milk and honey. Food is plentiful, the deep forests are rich in game, and the fields are fertile. It is not unusual to have several harvests a year in a land of Growth. Plants grow everywhere in riotous profusion. A land of Growth is a wonderful place, but the plenitude of insects and vermin can be annoying. A land of Death, on the other hand, is a desolate place. Pale, grey trees stand in naked rows where forests previously covered the landscape. No birds sing, and crops are meager. Many a calf is stillborn, and disease harries the populace. Barren, sprawling deserts (or tundra, in the case of Cold lands) seem to grow larger every day, and the less fortunate people of the province are consumed by despair. No sane man will stay in a land of Death for long.
-->A land of Growth is a land of milk and honey. Food is plentiful, the deep forests are rich in game and the fields are fertile. It is not unusual to have several harvests a year in a land of Growth. Plants grow everywhere in riotous profusion. A land of Growth is a wonderful place, but the plenitude of insects and vermin can be annoying. A land of Death, on the other hand, is a desolate place. Pale, grey trees stand in naked rows where forests previously covered the landscape. No birds sing and crops are meager. Many a calf is stillborn and disease harries the populace. Barren, sprawling deserts (or tundra, in the case of Cold lands) seem to grow larger every day and the less fortunate people of the province are consumed by despair. No sane man will stay in a land of Death for long.

GROWTH/DEATH  A land of Growth is a land of milk and honey. Plants grow everywhere in riotous profusion. A land of Death, on the other hand, is a desolate place. Pale, grey trees stand in naked rows where forests previously covered the landscape. Many a calf is stillborn, and disease harries the populace. No sane man will stay in a land of Death for long.
-->GROWTH/DEATH  A land of Growth is a land of milk and honey. Plants grow everywhere in riotous profusion. A land of Death, on the other hand, is a desolate place. Pale, grey trees stand in naked rows where forests previously covered the landscape. Many a calf is stillborn and disease harries the populace. No sane man will stay in a land of Death for long.

A land of Fortune is a good place to visit. Luck is thick in the air. If you happen to trip and fall to the ground, you might find a dropped coin, and when you open a door, you might place it between yourself and a stone thrown by some nasty kid. Good events are common, and no one seems to have any bad luck. On the other hand, a land of Misfortune is not a good place to visit. Vases fall through open windows onto your head, and nails find their way through the soles of your boots. The fish let go of the bait, and wheels break in the middle of the street. No matter how well a project is planned, trouble and ruin will undoubtedly strike. Lands of Misfortune are best avoided.
-->A land of Fortune is a good place to visit. Luck is thick in the air. If you happen to trip and fall to the ground, you might find a dropped coin and when you open a door, you might place it between yourself and a stone thrown by some child bent on mischief. Good events are common and no one seems to have any bad luck. On the other hand, a land of Misfortune is not a good place to visit. Vases fall through open windows onto your head and nails find their way through the soles of your boots. The fish let go of the bait and wheels break in the middle of the street. No matter how well a project is planned, trouble and ruin will undoubtedly strike. Lands of Misfortune are best avoided.

FORTUNE/MISFORTUNE  A land of Fortune is a good place to visit. Good events are common, and no one seems to have any bad luck. On the other hand, a land of Misfortune is not a good place to visit. Nails find their way through the soles of your boots, and the fish let go of the bait. No matter how well a project is planned, trouble and ruin will undoubtedly strike. Lands of Misfortune are best avoided.
-->FORTUNE/MISFORTUNE  A land of Fortune is a good place to visit. Good events are common and no one seems to have any bad luck. On the other hand, a land of Misfortune is not a good place to visit. Nails find their way through the soles of your boots and the fish let go of the bait. No matter how well a project is planned, trouble and ruin will undoubtedly strike. Lands of Misfortune are best avoided.

A land of Magic is filled with mysteries and riddles to be answered. Magic is more stimulating and almost tangible. Ancient, magical enigmas are solved by lowly, fatherless peasant boys whose friends find themselves hunted by cowled riders. The moon is often full, and the stars shine more brightly. The line between legend and reality is blurred, and fishermen may find ancient magic rings in the guts of the fish they catch. In a land of Magic, mages can cast spells without becoming exhausted, and research is an easy task. A land of Drain, on the other hand, is a gloomy place. Thinking is difficult, and the sun seems bleak. The stars are seldom visible, and the song of running water is muffled and dull. No one has heard of the legendary mages or heroes or their mighty deeds of old. The very Earth seems to be starving. In a land of Drain, casting magic and researching spells is more difficult, while magic resistance is increased. Warrior mages usually avoid lands of Drain, because destructive battle spells are more easily resisted by the enemy.
-->A land of Magic is filled with mysteries and riddles to be answered. Magic is more stimulating and almost tangible. Ancient, magical enigmas are solved by lowly, fatherless peasant boys whose friends find themselves hunted by cowled riders. The moon is often full and the stars shine more brightly. The line between legend and reality is blurred and fishermen may find ancient magic rings in the guts of the fish they catch. In a land of Magic, mages can cast spells without becoming exhausted and research is an easy task. A land of Drain, on the other hand, is a gloomy place. Thinking is difficult and the sun seems bleak. The stars are seldom visible and the song of running water is muffled and dull. No one has heard of the legendary mages or heroes or their mighty deeds of old. The very Earth seems to be starving. In a land of Drain, casting magic and researching spells is more difficult, while magic resistance is increased. Warrior mages usually avoid lands of Drain, because destructive battle spells are more easily resisted by the enemy.

MAGIC/DRAIN  A land of Magic is filled with mysteries and riddles to be answered. The line between legend and reality is blurred, and fishermen may find ancient magic rings in the guts of the fish they catch. In a land of Magic, mages can cast spells without becoming exhausted, and research is an easy task. A land of Drain, on the other hand, is a gloomy place. Thinking is difficult and the sun seems bleak. In a land of Drain, casting magic and researching spells is more difficult, while magic resistance is increased.
-->MAGIC/DRAIN  A land of Magic is filled with mysteries and riddles to be answered. The line between legend and reality is blurred and fishermen may find ancient magic rings in the guts of the fish they catch. In a land of Magic, mages can cast spells without becoming exhausted and research is an easy task. A land of Drain, on the other hand, is a gloomy place. Thinking is difficult and the sun seems bleak. In a land of Drain, casting magic and researching spells is more difficult, while magic resistance is increased.

When Ermor fell, the Theurgs of Pythium tried their best to keep the shadow at bay, but they couldn't do it alone. Only with the aid of lizard Sauromancers was the threat overcome. The Lizards brought with them strange new cults from their homeland, and when the Lizards departed from Pythium, many temples and cultic items were left behind. One Serpent Cult rose to replace the strict liturgy of the Theurgs.
-->When Ermor fell, the Theurgs of Pythium tried their best to keep the shadow at bay, but they couldn't do it alone. Only with the aid of lizard Sauromancers was the threat overcome. The Lizards of C'tis brought with them strange new cults from their homeland and when they departed from Pythium, many temples and cultic items were left behind. One Serpent Cult rose to replace the strict liturgy of the Theurgs.

All priests of the nation are enrolled in the Inquisition, and the Holy Office is present in every province of the kingdom. Every province has a constant preaching equivalent of a first level priest and increased power against enemy faiths.
-->All priests of the nation are enrolled in the Inquisition and the Holy Office is present in every province of the kingdom. Every province has a constant preaching equivalent of a first level priest and increased power against enemy faiths.

When Ermor fell, the priests of Marignon attempted to avoid the influence of the dark forces through religious austerity, but the dead started to overcome the living, and Cults of Death infiltrated society. Finally, the Inquisitors despaired and sealed a pact with the only force stronger than Death, and enlisted the aid of devils. The heretics, along with numerous innocents, were slain in the bloodiest time in the history of the kingdom. Now Devils play an integral part of the Marignon faith.
-->When Ermor fell, the priests of Marignon attempted to avoid the influence of the dark forces through religious austerity, but the dead started to overcome the living, and Cults of Death infiltrated society. Finally, the Inquisitors despaired and sealed a pact with the only force stronger than Death, and enlisted the aid of devils. The heretics, along with numerous innocents, were slain in the bloodiest time in the history of the kingdom. Now Devils play an integral part of the Marignon faith.

Since the coming of man, the Vanir have dwindled in numbers. At first, the Vanir were the undisputed rulers of Vanheim, but times have changed. The growing human population has taken over the lands of Midgrd. Only a few Vanir survive, but their magic has not yet departed the land. The humans themselves have become altered, and Skinshifters are more common than before.
-->Since the coming of man, the Vanir have dwindled in numbers. At first, the Vanir were the undisputed rulers of Vanheim, but times have changed. The growing human population has taken over the lands of Midgrd. Only a few Vanir survive, but their magic has not yet departed the land. The humans themselves have become altered and Skinshifters are more common than before.

The School of Enchantment focuses on bestowing magical properties to persons, objects, or entire worlds.
-->The School of Enchantment focuses on bestowing magical properties to persons, objects or entire worlds.

The School of Blood is banned in most societies. The School of Blood differs from the arcane Schools of Magic. The Path of Blood and the School of Blood are studied and practiced together. Blood magic spells are similar to those of the School of Conjuration but are controversial because they need sacrificial blood to work.
-->The School of Blood is banned in most societies. The School of Blood differs from the arcane Schools of Magic. The Path of Blood and the School of Blood are studied and practiced together. Blood magic spells are similar to those of the School of Conjuration, but are controversial because they need sacrificial blood to work.

Resources are a measure of the productivity and natural resources of the province. A high value means that you can recruit more troops during one month in the province. Every unit recruited has a Resource cost depending on the armaments of the unit. The manufacture of full plate armor is time consuming and requires much iron. Several spears and a leather cuirass can be made in the same time. Resources are normally not transferable. If a province has a high Resource value, it cannot transfer unused Resources to adjacent provinces, but the construction of a fortress will allow the recruitment there to benefit from the Resources in surrounding provinces.
-->Resources are a measure of the productivity and natural resources of the province. A high value means that you can recruit more troops during one month in the province. Every unit recruited has a Resource cost that depends on the armaments of the unit. The manufacture of full plate armor is time consuming and requires much iron. Several spears and a leather cuirass can be made in the same time. Resources are normally not transferable. If a province has a high Resource value, it cannot transfer unused Resources to adjacent provinces, but the construction of a fortress will allow the recruitment there to benefit from the Resources in surrounding provinces.

Unrest is a measure of how strongly the locals approve of your rule. An Unrest of zero means that everything is well. A positive value means that the people oppose your rule; this results in lowered Income. Unrest can be reduced by lowering taxes or by patrolling the province with military units.
-->Unrest is a measure of how strongly the locals approve of your rule. An Unrest of zero means that everything is well. A positive value means that the people oppose your rule; this results in lowered Income and Resources. Unrest can be reduced by lowering taxes or by patrolling the province with military units. If Unrest rises above 100, it is impossible to build units in the province.

Hit Points (HP) represents the amount of damage that a unit can withstand before dying. An ordinary human soldier has about 10 HP, a giant has about 30 HP, and a dragon typically has over 100 HP.
-->Hit Points (HP) represents the amount of damage that a unit can withstand before dying. An ordinary human soldier has about 10 HP, a giant has about 30 HP and a dragon typically has over 100 HP.

Each unit has a certain number of Action Points (AP) that limits the extent a unit can move and attack each turn. When a unit's AP reaches zero, it can no longer act during that turn. Moving around uses a portion of the unit's allotted AP, while a melee attack, missile attack, or spell casting consumes all AP for that turn. An ordinary human soldier has 12 AP, while a mounted unit might have 25 AP.
-->Each unit has a certain number of Action Points (AP) that limits the extent a unit can move and attack each turn. When a unit's AP reaches zero, it can no longer act during that turn. Moving around uses a portion of the unit's allotted AP, while a melee attack, missile attack or spell casting consumes all AP for that turn. An ordinary human soldier has 12 AP, while a mounted unit might have 25 AP.

Protection indicates the thickness of any armor worn by the unit, including natural armor such as scaly skin. The Protection value is subtracted from the attacker's Strength and weapon damage when calculating the total effective damage on a target. Light Infantry units have Protection values ranging from 3 to 10, while Knights might have a Protection of 20 or more.
-->Protection indicates the thickness of any armor worn by the unit, including natural armor such as scaly skin. The Protection value is subtracted from the attacker's Strength and weapon damage when calculating the total effective damage on a target. Light infantry units have Protection values ranging from 3 to 10, while knights might have a Protection of 20 or more.

The Attack skill indicates a unit's ability to hit an enemy in melee combat. The weapon attack bonus is added to this value when attacking. If the Attack value is above the defending unit's Defence value, the strike will most likely hit the defender. A normal soldier has an Attack skill of 10, and an elite soldier with much battle experience might have an Attack skill of 15. The Attack skill of a unit with one weapon in each hand will be reduced by the sum of the weapon lengths, so it is much more effective to fight with two daggers than with two long swords.
-->The Attack skill indicates a unit's ability to hit an enemy in melee combat. The weapon attack bonus is added to this value when attacking. If the Attack value is above the defending unit's Defence value, the strike will most likely hit the defender. A normal soldier has an Attack skill of 10 and an elite soldier with much battle experience might have an Attack skill of 15. The Attack skill of a unit with one weapon in each hand will be reduced by the sum of the weapon lengths, so it is much more effective to fight with two daggers than with two long swords.

The Defence skill indicates a unit's ability to avoid getting hit in melee combat. Attacks will generally miss a target unless the attacker's Attack skill is greater than the target's Defence skill. Defence doesn't protect a unit from missile weapons or spells. A normal soldier without a shield or heavy armor has a Defence value of 10, while a heavily armed soldier might have a Defence value of 5, and an experienced mounted soldier a value of 15.
-->The Defence skill indicates a unit's ability to avoid getting hit in melee combat. Attacks will generally miss a target unless the attacker's Attack skill is greater than the target's Defence skill. Defence doesn't protect a unit from missile weapons or spells. A normal soldier without a shield or heavy armor has a Defence value of 10, while a heavily armed soldier might have a Defence value of 5 and an experienced mounted soldier a value of 15.

Melee combat is physically demanding. Every turn a unit is involved in melee, it becomes more fatigued. As a unit's Fatigue increases, the unit becomes easier to hit in battle. An attacker has a greater chance of hitting a weak spot in the armor of a tired combatant. If the Fatigue exceeds 100, the unit falls dazed or unconscious to the ground and is unable to move, attack, or defend. Strikes are certain to hit, and armor provides little protection. Fatigue can be the death of even the bravest of warriors. Flying causes additional Fatigue.
-->Melee combat is physically demanding. Every turn a unit is involved in melee, it becomes more fatigued. As a unit's Fatigue increases, the unit becomes easier to hit in battle. An attacker has a greater chance of hitting a weak spot in the armor of a tired combatant. If the Fatigue exceeds 100, the unit falls dazed or unconscious to the ground and is unable to move, attack or defend. Strikes are certain to hit and armor provides little protection. Fatigue can be the death of even the bravest of warriors. Flying causes additional Fatigue.

The Encumbrance value indicates how Fatigued a unit will get from one round of melee combat. The Encumbrance value is strongly affected by the amount and weight of the armor that a unit is wearing. Spell casting in armor is very demanding, and the caster suffers from twice the normal armor Encumbrance. Some magically animated units have an Encumbrance value of zero; this means that the unit will never get exhausted from melee combat, but spell casting will result in the normal amount of Fatigue.
-->The Encumbrance value indicates how Fatigued a unit will get from one round of melee combat. The Encumbrance value is strongly affected by the amount and weight of the armor that a unit is wearing. Spell casting in armor is very demanding and the caster suffers from twice the normal armor Encumbrance. Some magically animated units have an Encumbrance value of zero; this means that the unit will never get exhausted from melee combat, but spell casting will result in the normal amount of Fatigue.

Some spells can be resisted and avoided by targets with an iron will. A unit's Magic Resistance value indicates how well the unit can resist such spells. Most mind-affecting spells can be resisted with a high Magic Resistance, whereas destructive spells like Fireball cannot be resisted at all. A normal human soldier has a Magic Resistance value of 10, and a powerful mage can have a value of 15 or more. Spells cast by powerful mages are more difficult to resist than spells cast by weaker ones.
-->Some spells can be resisted and avoided by targets with an iron will. A unit's Magic Resistance value indicates how well the unit can resist such spells. Most mind-affecting spells can be resisted with a high Magic Resistance, whereas destructive spells like Fireball cannot be resisted at all. A normal human soldier has a Magic Resistance value of 10 and a powerful mage can have a value of 15 or more. Spells cast by powerful mages are more difficult to resist than spells cast by weaker ones.

A unit's Morale value represents the courage and valor of the unit. Every time something demoralizing happens to a unit, its Morale is checked. A unit checks its Morale every time it receives damage or if a member of its squad dies. Each individually failed Morale check results in a Morale reduction of the entire squad. The probability that a squad will rout is based on the total squad Morale reduction relative to the size of the squad. At the beginning of a battle turn, all squads with a squad Morale reduction make a rout check based on the average Morale of the squad. Failure results in the squad routing from the battlefield. A normal human soldier has a Morale value of 10, an untrained human militia has a Morale value of 8, and an elite unit may have a Morale value as high as 15. Special monsters such as the Walking Dead have Morale values of 50; this is a symbolic number that means they never flee, but will dissolve if left with no commander. All units that have not gone berserk will rout automatically when all commanders are dead or have left the battlefield. Undead and magical beings will also rout if they are left without a proper commander (i.e., a necromancer for undead and a mage for magical beings).
-->A unit's Morale value represents the courage and valor of the unit. Every time something demoralizing happens to a unit, its Morale is checked. A unit checks its Morale every time it receives damage or if a member of its squad dies. Each individually failed Morale check results in a Morale reduction of the entire squad. The probability that a squad will rout is based on the total squad Morale reduction relative to the size of the squad. At the beginning of a battle turn, all squads with a squad Morale reduction make a rout check based on the average Morale of the squad. Failure results in the squad routing from the battlefield. A normal human soldier has a Morale value of 10, an untrained human militia has a Morale value of 8 and an elite unit may have a Morale value as high as 15. Special monsters such as the Walking Dead have Morale values of 50; this is a symbolic number that means they never flee, but will dissolve if left with no commander. All units that have not gone berserk will rout automatically when all commanders are dead or have left the battlefield. Undead and magical beings will also rout if they are left without a proper commander (i.e. a necromancer for undead and a mage for magical beings).

The Leadership value indicates the maximum number of troops that a commander can lead. Undead or magical beings do not count toward the normal Leadership value and can be commanded in addition to normal units. Only undead commanders and commanders with skill in Death or Blood magic can command undead beings, and only mages and certain powerful monsters can command magical beings.
-->The Leadership value indicates the maximum number of troops that a commander can lead. Undead or magical beings do not count toward the normal Leadership value and can be commanded in addition to normal units. Only undead commanders and commanders with skill in Death or Blood magic can command undead beings and only mages and certain powerful monsters can command magical beings.

In the beginning, there was Chaos.
Out of chaos rose worlds populated with multitudes of beings. Wars were fought, kings and emperors rose and fell, and civilizations were built and crumbled as millennia passed. Gods, dark and strange, were worshiped in pagan temples. Still there was chaos. The gods fought among themselves, bringing even greater ruin to those who would serve them. At last there was One, a Being of great power and enlightenment, who rose above His immortal peers and cast them out of the heavens into oblivion. From chaos came order, and with order came peace, and the creatures of the worlds flourished. The Age of Chaos had ended.
Now the wheel has turned once again.
The supreme God has suddenly disappeared. Prayers are left unanswered, and the smoke of offerings rise in vain to the heavens. No one knows why He disappeared, but it is certain that the people of the worlds are once again left without direction, without guiding principle, without order. Now is the time for the beings of great power and ambition to try their strength. The throne of the heavens stands empty, and only the strongest can rise to supremacy over all. Only the most powerful can ascend to take the place of He who came before. This is a time of great strife and suffering. This is a time of magic unequaled. This is - The Ascension Wars!


Exit to main menu. You'll be able to continue on this game later, but you'll lose all moves made this turn.
-->Exit to main menu. You'll be able to continue this game later, but you'll lose all moves made this turn.

Save game and exit to main menu. You'll be able to continue on this turn later.
-->Save game and exit to main menu. You'll be able to continue this turn later.

This unit is protected by a magical moss. The magic moss has a 75%% chance of reducing incoming damage with 10-20 points. The moss will dissapear a cloud of poison if the unit is wounded.
-->This unit is protected by a magical moss. The magic moss has a 75%% chance of reducing incoming damage with 10-20 points. The moss will disappear in a cloud of poison if the unit is wounded.

This unit is constantly surrounded in noxious fumes. Be careful when placing this unit on the battlefield.
-->This unit is constantly surrounded by noxious fumes. Be careful when placing this unit on the battlefield.

This unit is insane. An insane commander will sometimes take strange actions that are not always what the Pretender God's might have wished for.
-->This unit is insane. An insane commander will sometimes take strange actions that are not always what the Pretender God might have wished for.

This commander will recive a bonus when summoning dragonlike createures with conjuration spells.
-->This commander will receive a bonus when summoning dragonlike creatures with conjuration spells.

Truly ethereal units are hard to hit with magical weapons as well as most damaging spells and almost impossible to hit with non magical weapons. Astral spells can hit truly ethereal beings without any penalties.
-->Truly ethereal units are hard to hit with magical weapons as well as most damaging spells and almost impossible to hit with non-magical weapons. Astral spells can hit truly ethereal beings without any penalties.

The unit is surrounded by a shield of deadly bane fire striking anyone that attacks.
-->The unit is surrounded by a shield of deadly banefire that strikes anyone who attacks it.

The unit is surrounded by powerful arcane energies that paralyzes anyone that attacks.
-->The unit is surrounded by powerful arcane energies that paralyze anyone who attacks it.

The unit is surrounded by a powerful shield of flames striking anyone that attacks.
-->The unit is surrounded by a powerful shield of flames that strikes anyone who attacks it.

When this unit is struck a powerful electric discharge is unleashed. The discharge will strike both attacker and defender and it will only work once.
-->When this unit is struck, a powerful electric discharge is unleashed. The discharge will strike both attacker and defender and it will only work once.

Demons can be banished by priests. They are not affected by spells that only target undead such as Wither Bones.
-->Demons can be banished by priests. They are not affected by spells that only target undead, such as Wither Bones.

The unit has been physically altered into a being of mists and vapors. While in this state the being is very difficult to harm. All attacks made against it will only do one point of damage. The enchantment ends if the being is struck by an exeptionally hard blow.
-->The unit has been physically altered into a being of mist and vapor. While in this state, the being is very difficult to harm. All attacks made against it will only do one point of damage. The enchantment ends if the being is struck by an exeptionally hard blow.

Lucky units are protected by fate. While lucky there is a fifty percent chance of not being harmed by an otherwise successful attack. The lucky one is protected from magical as well as normal attacks.
-->Lucky units are protected by fate. While lucky, there is a fifty percent chance of not being harmed by an otherwise successful attack. The lucky one is protected from magical as well as normal attacks.

Units with this ability are able to cast illusions to alter their appearence. In battle they mirror their own image, while moving they take on the appearence of common men. These units cannot be detected by enemies while moving in their own lands and are very difficult to spot when hiding in enemy territories.
-->Units with this ability are able to cast illusions to alter their appearance. In battle they mirror their own image and they take on the appearance of common men while moving. These units cannot be detected by enemies while moving in their own lands and are very difficult to spot when hiding in enemy territories.

All weapons wielded by the unit are incredibly sharp and can cut through most armors. All weapons are armor piercing.
-->All weapons wielded by the unit are incredibly sharp and can cut through most armor. All weapons are armor piercing.

This being is truly magnificent and no one would dare to strike at this beauty and power. The chance of being affected by the awe is determined by the attacker's morale, a unit with high morale is likely to ignore the awe effect.
-->This being is truly magnificent and no one would dare strike at this beauty and power. The chance of being affected by the awe is determined by the attacker's morale; a unit with high morale is likely to ignore the awe effect.

Lifeless beings are dead things animated by strong magics. They lack lifeforce and are unaffected by certain spells such as Drain Life, Sleep and Polymorph.
-->Lifeless beings are dead things animated by strong magic. They lack lifeforce and are unaffected by certain spells such as Drain Life, Sleep and Polymorph.

Magic beings do not usually communicate in any normal language and can only be commanded by mages or some inately magic commanders.
-->Magic beings do not usually communicate in any normal language and can only be commanded by mages or some innately magical commanders.

This commander will instantly return to the main citadel if he is wounded in combat.
-->This commander will instantly return to the capital province if he is wounded in combat.

This commander will return as a wight if he dies within a friendly dominion.
-->This commander will return as a wight if he dies within friendly dominion.

This commander is renowened for his cruelty and everyone fears him. He has an increased chance of dealing permanent afflicitons on his targets.
-->This commander is renowned for his cruelty and everyone fears him. He has an increased chance of dealing permanent afflictions on his targets.

The heroic stupidity grants the hero increased morale, magic resistance and attack skill at the cost of reduced leadership and magic skills.
-->Heroic stupidity grants the hero increased morale, magic resistance and attack skill at the cost of reduced leadership and magic skills.

A hero with this ability gets a higher precison stat.
-->A hero with this ability receives increased precison skill.

This unit is marked by a horror or a mage. The mark is an astral beacon attracting horrors and making the victim the primary target of attacking horrors. A marked person might get attacked by a horror at any time. Being marked twice is worse than being marked just once, but there is no way of knowing just how bad your mark really is.
-->This unit is marked by a Horror or a mage. The mark is an astral beacon attracting Horrors and making the victim the primary target of attacking Horrors. A marked person might get attacked by a Horror at any time. Being marked twice is worse than being marked just once, but there is no way of knowing just how bad your mark really is.

Flying units may move far distances and may cross enemy lands without restrictions. They are also able to launch quick attacks on archers and commanders in battles. Flying units are very good at patrolling your lands. They are also difficult to besiege and will have an advantage when besieging others.
-->Flying units may move great distances and may cross enemy lands without restrictions. They are also able to launch quick attacks on archers and commanders in battles. Flying units are very good at patrolling your lands. They are also difficult to besiege and will have an advantage when besieging others.

When enraged this unit will transform into a fierce werewolf. The skin shifter will usually become enraged if it is wounded during battle.
-->When enraged, this unit will transform into a fierce werewolf. The skinshifter will usually become enraged if it is wounded during battle.

Instead of attacking with a weapon this unit will charge straight into the enemy ranks and trample any one who is not quick enough to move aside. Trample can only be used against smaller targets e.g. elephants can trample horses and humans but they can not trample dragons or other elephants.
-->Instead of attacking with a weapon, this unit will charge straight into the enemy ranks and trample anyone who is not quick enough to move aside. Trample can only be used against smaller targets; e.g. elephants can trample horses and humans, but they cannot trample dragons or other elephants.

This is one of the contending Pretender Gods. The last Pretender God still standing will become a real God. A Pretender God gets an increase in strength, hit points and magic resistance when inside his own dominion.
-->This is one of the contending Pretender Gods. The last Pretender God still standing will become a real God. Pretender Gods get an increase in strength, hit points and magic resistance when inside their own dominion.

Ethereal units are very hard to hit with non magical weapons.
-->Ethereal units are very hard to hit with non-magical weapons.

Cold blooded creatures get exhausted very quickly when fighting in cold provinces.
-->Cold-blooded creatures get exhausted very quickly when fighting in cold provinces.

Sacred troops are extremly devoted to the god's cause. They can be blessed and only require half the usual cost to maintain.
-->Sacred troops are extremely devoted to the god's cause. They can be blessed and only require half the usual cost to maintain.

If an immortal being dies within its own Dominion it will swiftly rise from the dead and return to the capital of the kingdom. The immortal one will stay dead if it is slain outside its dominion or the capitial is conquered by enemies or enemy dominion. Time will heal the immortal body and eventually it will be rid of all afflictions suffered in battle.
-->If an immortal being dies within its own Dominion, it will swiftly rise from the dead and return to the capital of the kingdom. The immortal one will stay dead if it is slain outside its dominion or the capitial is conquered by enemies or enemy dominion. Time will heal the immortal body and eventually it will be rid of all afflictions suffered in battle.

Regenerative creatures heal some of their wounds after every combat round and they have a reduced risk of getting permanent afflictions. Lifeless beings are usually not affected by regeneration.
-->Regenerating creatures heal some of their wounds after every combat round and they have a reduced risk of getting permanent afflictions. Lifeless beings are usually not affected by regeneration.

Undead creatures can be banished by priests. Undeads do not require any supplies and they are not affected by disease or old age. Undead units can only be commanded by undead commanders or mages skilled in death or blood magic.
-->Undead creatures can be banished by priests. Undead do not require any supplies and they are not affected by disease or old age. Undead units can only be commanded by undead commanders or mages skilled in Death or Blood magic.

Damages from lightning and electrical shocks are reduced by this number of percent.
-->Damage from lightning and electrical shocks is reduced by this number of percent.

Damages from natural poisons are reduced by this number of percent.
-->Damage from natural poisons is reduced by this number of percent.

Damages from cold and frost are reduced by this number of percent.
-->Damages from cold and frost is reduced by this number of percent.

Damages from heat and fire are reduced by this number of percent.
-->Damages from heat and fire is reduced by this number of percent.

This item is cursed and cannot be transfered.
-->This item is cursed and cannot be transferred.

The damage value plus the strength of the attacker determines the amount of damage an enemy will suffer from a hit. Armor piercing damage will halve the effect of the opponet's armor.
-->The damage value plus the strength of the attacker determines the amount of damage an enemy will suffer from a hit. Armor piercing damage will halve the effect of the opponent's armor.

This attack will affect everyone inside the area of effect. An area of effect of one will hit one square, usually three human sized oppopnets will be affected by this. Everyone inside the area of effect will be hit automatically, no attack and defence rolls will be made.
-->This attack will affect everyone inside the area of effect. An area of effect of one will hit one square; usually three human sized oppopnets will be affected by this. Everyone inside the area of effect will be hit automatically, no attack and defence rolls will be made.

A high precision value means that the missiles will usually land where they are supposed to. The further away the target is the more precision will be required for the missiles to hit.
-->A high precision value means that the missiles will usually land where they are supposed to. The farther away the target is, the more precision will be required for the missiles to hit.

The damage value plus the strength of the attacker determines the amount of damage an enemy will suffer from a hit. Armor negating damage will ignore the effect of the opponet's armor.
-->The damage value plus the strength of the attacker determines the amount of damage an enemy will suffer from a hit. Armor negating damage will ignore the effect of the opponent's armor.

The parry value is used to deflect incoming attacks with the shield. An attack that would hit the target's normal defence value, but miss if the target added the parry value to its defence will hit the shield.
-->The parry value is used to deflect incoming attacks with the shield. An attack that would hit the target's normal defence value, but miss if the target added the parry value to its defence, will hit the shield.

The commander will hold his position. If able to cast a spell he will do so.
-->The commander will hold his position. If able to cast a spell, he will do so.

The commander will try to cast a specific spell. Some spells need magic gems to be cast. If all targets are out of range or you do not have enough magic gems to cast the spell the computer will choose another spell instead.
-->The commander will try to cast a specific spell. Some spells need magic gems to be cast. If all targets are out of range or you do not have enough magic gems to cast the spell, the computer will choose another spell instead.

The commander casts spells, fires missile weapons or if unable to do so tries to place himself behind the rearmost unit on the battle field. 
-->The commander casts spells, fires missile weapons or, if unable to do so, tries to place himself behind the rearmost unit on the battle field. 

Units armed with missile weapons fires for three turns and retreats off the battlefield.
-->Units armed with missile weapons fire for three turns and retreats off the battlefield.

The commander tries to leave the battle field.
-->The commander tries to leave the battlefield.

Move towards enemies in an attempt to engage them in melee.
-->Move toward enemies in an attempt to engage them in melee.

One random enemy unit and his squad is targeted.
-->One random enemy unit and his squad are targeted.

One random enemy armed with missile weapons and his squad is targeted.
-->One random enemy armed with missile weapons and his squad are targeted.

One random mounted enemy and his squad is targeted.
-->One random mounted enemy and his squad are targeted.

One random flying enemy and his squad is targeted.
-->One random flying enemy and his squad are targeted.

One random large enemy and his squad is targeted.
-->One random large enemy and his squad are targeted.

The rearmost squad is targeted. Attacking units unable to fly will try to move straight forward until they are along side their intended target. They will then attack. This enables you to outflank enemies if you have quick and strong units on the flanks.
-->The rearmost squad is targeted. Attacking units unable to fly will try to move straight forward until they are alongside their intended target. They will then attack. This enables you to outflank enemies if you have quick and strong units on the flanks.

Move towards the targets and engage them in melee.
-->Move toward the targets and engage them in melee.

The squad uses missile weapons until all missiles are used up. If enemies are close to the squad or if friendly troops are close to the target the squad will advance or attack.
-->The squad uses missile weapons until all missiles are used up. If enemies are close to the squad or if friendly troops are close to the target, the squad will advance or attack.

The squad moves towards their commander and only attacks enemies if attacked. Up to five bodyguards will protect the commander during an assassination attempt.
-->The squad moves toward its commander and only attacks enemies if attacked. Up to five bodyguards will protect the commander during an assassination attempt.

The squad will hold their position for two turns before advancing. Archers will fire instead of holding if a target is in range.
-->The squad will hold its position for two turns before advancing. Archers will fire instead of holding if a target is in range.

Only one priest at once may perform a sacrifice in this temple.
-->Only one priest at a time may perform a sacrifice in this temple.

In order to perform a sacrifice %s must be given some blood slaves.
-->In order to perform a sacrifice, %s must be given some blood slaves.

Only one commander can enter a site at once
-->Only one commander can enter a site at a time

The siren tries to lure an random enemy commander by singing the most beatiful song. If the lure is successful the enemy will throw himself into the sea in an attempt to reach her. Only male commanders can be seduced.
-->The siren tries to lure a random enemy commander by singing a most beautiful song. If the lure is successful, the enemy will throw himself into the sea in an attempt to reach her. Only male commanders can be seduced.

Try to seduce an enemy commander and run away to a neighboring friendly province. If the seduction was unsuccessful an assassination attempt will follow. Only male commanders can be seduced.
-->Try to seduce an enemy commander and run away to a neighboring friendly province. If the seduction is unsuccessful, an assassination attempt will follow. Only male commanders can be seduced.

The succubus tries to seduce and fly away with random enemy commander. If the seduction was unsuccessful an assassination attempt will follow. Only male commanders can be seduced.
-->The succubus tries to seduce and fly away with a random enemy commander. If the seduction is unsuccessful, an assassination attempt will follow. Only male commanders can be seduced.

The more units besieging the faster the castle gates will be breached.
-->The more units besieging, the faster the castle gates will be breached.

(G) Recalling the god will require the work of many priest for many months.
-->(G) Recalling the god will require the work of many priests for many months.

A prophet will spread dominion like his pretender god but at a slower rate.
-->A prophet will spread dominion like his pretender god, but at a slower rate.

A quick but magically expensive way of increasing someones power in a path of magic.
-->A quick but magically expensive way of increasing someone's power in a path of magic.

Blood sacrifices will help spreading a God's dominion over the world. Only one blood sacrifice can be performed per temple every month.
-->Blood sacrifices will help spread a God's dominion over the world. Only one blood sacrifice can be performed per temple every month.

Unburied corpses can be used by necromancers and certain priests in order to create undead soldiers. The amount of unburied corpses decrease every month.
-->Unburied corpses can be used by necromancers and certain priests in order to create undead soldiers. The number of unburied corpses decreases every month.

(R) Get a random name for this province.
-->(R) Get a random name for this province

(r) Province contains a lake or a river.
-->(r) Province contains a lake or a river

(m) Magic sites are more common in this province.
-->(m) Magic sites are more common in this province

the Pillar that is Purity
-->the Pillar That Is Purity

Sky of all the People
-->Sky of All the People

who Mounts the Clouds
-->Who Mounts the Clouds

Bewerage
-->Beverage

of all Sources of Water
-->of All Sources of Water

Who Loves not the Light
-->Who Loves Not the Light

who Confuses the Way
-->Who Confuses the Way

who Makes Clear the Way
-->Who Makes Clear the Way

First Born of Gaia
-->Firstborn of Gaia

of the Forest that Thirsts
-->of the Forest That Thirsts

the Queen that Hungers
-->the Queen Who Hungers

who is Crowned with Wisdom
-->Who Is Crowned with Wisdom

of Spontenaity
-->of Spontaneity

He Who Should not be Named
-->He Who Should Not Be Named

the God above All
-->the God Above All

# of this World
--># of This World

Ruler of nothing
-->Ruler of Nothing

the One who Contains Everything
-->the One Who Contains Everything

the Creator of all Life and Existence
-->the Creator of All Life and Existence

of all Young and Growing Things
-->of All Young and Growing Things

If this is set there will only be mountains on provinces borders and they will be impassable. Otherwise mountains can be placed inside provinces and will never be impassable.
-->If this is set, there will only be mountains on province borders and they will be impassable. Otherwise mountains can be placed inside provinces and will never be impassable.

Smooths the graphics to give a slightly higher quality map, but it also takes much longer time to generate.
-->Smooths the graphics to give a slightly higher quality map, but it also takes a much longer time to generate.

Knight Errants
-->Knights Errant


















