The races have been seperated into groups to give you an easier time finding those you feel suit your style.
Civilized races tend to be those with few limitations on the paths they can take in game, while Elite races are those with a very narrow focus. Elves must endure a painfully slow population growth rate, but start off very advanced, with many abilities to aid them. Mage races focus on magic. Savage races are poor at advancing very far, but tend to be very strong in terms of military strength.

Civilized Races
Ancients (Note: Name change from Dar’Raqua)
DwarfEbon Dwarf

Elite Races
Mediators(Note: Name change from Interceders)

Mage Races:

Cliff Elf
Moon Elf
Shade Elf
Sun Elf
Tree Elf

Gnoll (Note: severe change in abilities and functions)
Ogre (Note: Alteration of Giant from 4.0)

New Races
The Ancient People, The Dar.

Hailing from the ‘Ivory Coasts’ of the far North, (named such for the vast plains of unmarred, featureless white-gray clay), the Dar’Raqua (their language for ‘Ancient Peoples’ or ‘Distant Peoples’), is an old civilization of man, untouched by the influences of the Empire until only some seventy years ago. Set in the midst of a barren, featureless wasteland, the Dar Kingdoms (‘Dar’ is short form for their kingdoms, and can be read as ‘Ancients’) are truly tremendous – white towers stretch up into the clouds, with bridges extending between them. From a distance, the intricate works of the bridges and supports appear as an elaborate lace.
The Dar are a strictly regimented society. A group of servants pay homage to a citizen, and each group of citizens serve an Oathkeeper, who in turn serve the Master. One is limited to the station in life they are born into, so there is no ambition or greed to disturb the natural law of these people. Commanding great respect are the Oathkeepers – the eldest son of each citizen family is recruited for a test at the age of fifteen, and those who prove themselves loyal are made Oathkeepers.
The Dar are strong believers that everything in their world has a sentient spirit (“Animism”). The greater spirits are said to be Incarnations, but these are too tainted by the influences of their worshippers, so the Dar instead cooperate with the Spirits as equals. The Wu-Jen are those citizens who serve as ambassadors to the spirit world, a difficult task that requires harsh mental, physical and spiritual conditioning, as the spirits are harsh neighbors and known to be incredibly hard to contact.
The Dar are known to be humorless and stern, but have gained a reputation of naiveté, as their inexperience with the races of the rest of the world have led them to make many foolish alliances.

Dar’Raqua are human, and have a bronze-tinted skin, a curious slant to their eyes, and straight black hair. They tend to dress in clothes befitting their station: simple loincloths for citizens, bleached robes for the citizens, ornate clothing for the Oathkeepers, and the Master himself is often too weighed down by the many layers of rich silks and jewelry to do more than speak and sit down.
Dar characters are named “Oathkeepers”. Their Lords are titled “Master”. Oathkeepers may be assigned to the Master instead of a building → in this case, they make the Master twice as hard to assassinate.
Dar are known to build great cities. Their cities are automatically upgraded to Empires when completed. This includes their starting city, but not captured cities.
Dar do not take the traditional route for worship or magic. They may instead convert a number of their population into ‘Wu-Jen’. The recruitment of Wu-Jen is the same as that for a soldier, but cannot be reversed. Wu-Jen are better than average soldiers (+1 troop strength), and also practice Shamanism.
The Dar player starts with Shamanism unlocked, and may research levels in it or purchase Idols as normal. They do not get shamans for completing the Idol. The number of Wu-Jen cannot exceed 10 per Oathkeepers you control.
In the event that the Master is killed, the Oathkeepers and Wu-Jen are obliged to immediately cut their own throats as soon as they hear, to pave the way for spirits to empower the Master’s Heir. If the Master dies, all Oathkeepers kill themselves. As the number of Wu-Jen cannot exceed 10 per Oathkeeper, all Wu-Jen must follow suit.
Dar cannot pursue magic or divine, or any related tech trees aside from Shamanism.

The Dar are Shamans, and worship the spirits.
Dar start out with a population of 100, 200r, one Master, one Oathkeeper and an Empire.
The Dar see a population increase every week
The Dwarves of the Barastar Mountains

The Dwarves are among the oldest races – surpassed only by the elves and dragons. They spent thousands of years settled in the Barastar Mountains, until an invasion of kobolds and goblins began. Though the dwarves were more than capable of slaying large numbers of goblins and kobolds, they suffered from their slow growth rate – a Dwarf lives perhaps four-hundred years, and bears an average of three children over this timespan… nothing compared to the kobolds and goblins, who propagate at a far greater rate. The weapons skill of the dwarves was outmatched by the endless numbers of the enemy throngs. The stalemate held for over a hundred years, with dwarf numbers failing and the goblin/kobold numbers only growing.
The Dwarves were spared from the century-old stalemate and the extinction of their race by the fledgling Empire, who allied with the Dwarves to exterminate the ‘lower’ primitive races. The youngest of the Dwarf generation came to idolize the Empire, and many dwarves have left the Barastar mountain range and expanded into new territories. Proud and angry after a full century of being pinned within their nation, the Dwarves want to prove their strength and prevent such wholesale slaughter of dwarves from occurring again.
The Dwarves are led by the Dwarven Thanes. With the current dissolution of much of the Empire, and the discovery of the Western Lands, dwarves are moving to establish themselves in a more secure area, so that they are not surrounded by a land in such strife. Since the travesties visited on their nation by magic wielding kobolds and goblins, the Dwarves have taken to avenging these acts by killing mages around the world.

Dwarves appear rather human, with heavily lined faces, facial features that look as though they were hewn from rough stone, and thick manes and beards of black hair.
Dwarves get +10% to defense while within a city.
Dwarves are considered to have +1 city defenses.
Dwarf military, invention (mining, craft, locomotion, theory of war), security and mastercraft advancements cost 10% less.
Metallurgy advancements cost 25% less to research and apply.
Dwarves also have high military prowess.
Dwarves cannot progress in magic.
Their population increases are slightly smaller than average (5%, not 10% of base population)

Dwarves start out with a population of 100, 200r, one thane, one character & a keep.
Dwarves pay homage to the Dwarven Heroes Haago, Mordin and Grigor.
Dwarves see a population increase every 10 days.
The Black Dwarves of the Ripped Wastes

Goblin legend tells of the origins of the species in a rather interesting way. According to the Goblinoids, there was once a race of tyrants that ruled the world – As tall as giants, with hair like slivers of iron and skin as tough as leather; colored the shade of trees and grasses to symbolize that they were a natural part of the world. At the head of the tyrant species was a warlord beyond compare, who intimidated the myriad gods with his power and presence. Om.
Now, as the goblins tell it, the tyrants were met with an uprising from a lesser species, short, gnarled and with fur covering their faces. The Stunties, as the goblins call them, went to battle against the tyrants, and eventually drew the attention of Om. The stunties fought with Om in armies of hundreds against one, and enlisted the aid of every god in the heavens to do battle with him. A cowardly assault, as the goblins say.
Om was eventually slain – not by a brave warrior or god, but by blood loss from the thousands of scratches that covered his skin. The dwarves claimed victory for this death, and took Om’s skull as a trophy. Om, too powerful to rest in peace, placed a curse upon the world, that his legacy would continue to plague it. The goblinoid races would rise as polar opposites to the civilized races. The savage orc to the cultured elf; the degenerate goblin to the civilized man; and the scavenging gnoll to the proud lupian, and the kobold, ogre, harpies and lesser goblinoids to plague the rest. Each of these goblinoid races is born with an instinctive memory of the Skull of Om – and of the last form of Om’s curse: if the blood of each of the goblinoid races can be spilled upon the brow of the skull, each of the goblinoids shall retake their true form as the reborn Tyrants, and Om shall be reborn to lead them.
Two hundred years after Om’s death, three thousand and six hundred years ago, the dwarves suffered a civil war. Om’s skull remained an artifact of much power, and a faction of dwarves wanted to make use of it to repel the emerging Goblinoids. These dwarves, led by Vizier Wertwin, stole the skull and ran away to the Ripped Wastes, a black wasteland befouled by earthquakes and the emerging goblinoid presence. These dwarves came to be known as the Ebon Dwarves, or Black Dwarves, and over the many years, have been twisted by the foul hatred that emanates from the Skull of Om, by the constant devastation that plagues their people, and their goblinoid neighbors, who continue to fight for the Skull of Om. With this amount of corruption to their minds and their physical form, it is said that Om’s curse had a hidden portion, and that the creatures that slew him would not see the rise of a goblinoid race to antagonize them, but would see the corruption of their own people, a shame of the harshest sort for the proud Dwarves. Foul and traitorous as they may be, the Ebon Dwarves continue to serve the world by keeping the Skull of Om safe.

Ebon Dwarves appear vaguely as Dwarves do. But their skin is warty and covered in lesions, piebald in color. Their hair and beards are lank and oily even after being washed, and their bodies are lumpy, disproportionate in shape and gnarled, with horns and scars marring them further.
Ebon Dwarves get +10% to defense while within a city.
Ebon Dwarves are considered to have +1 city defenses.
Ebon Dwarves are exceptionally hateful and cruel, and get +1 to troop strength when attacking foes that they outnumber at least 2:1, or when attacking any Savage race.
Ebon Dwarves get a 10% discount on military, invention (alchemy, craft, planar travel & arcane technology), security and magic (Phagomancy only).
Ebon Dwarves have high military prowess (2).
Ebon Dwarves are agoraphobic, and fear open spaces, preferring their dank, enclosed cities. They take +25% damage when outside their cities.
Ebon Dwarves are exceptionally paranoid and may not have more than one ally over the course of the game. This ally can’t be among the savage races.
Ebon Dwarves cannot advance in Divine beyond level 1.

Ebon Dwarves start out with a population of 100, 200r, one Vizier (lord), one character and a keep.
Ebon Dwarves pay homage to no particular deity – their divine power has no applications beyond the most basic.
Ebon Dwarves see a population increase every 10 days.
The Midlands Empire of Mankind.

The Empire was the greatest nation in this realm, a nation of men that stretched so far that it not only neighbored every other kingdom, but also surrounded them, like an ocean around a series of islands.
In the early years of mankind, humans were no better than the savage orcs. The first Emperor was a wanderer that discovered the secluded lands of the Elves – he saw their culture and civilization, and was so filled with awe and glory that he vowed to remember it all and bring it to his people. A leader beyond surpassing, the man was made Lord of the barbaric humans, and led his people to expand, develop and better themselves. At the end of his fifty-year reign, the Lord declared that his son would become his successor, and that his son’s son would succeed him, and so on for all eternity. The Lord declared that so long as the people of the Empire believed in them, these rulers would be as living gods, and would be dubbed ‘Emperor’.
Two thousand years later, the reigning Emperor ate a meal poisoned by a Naga assassin, and was set on fire from within. Though he endured a pain and damages that no other mortal would be able to withstand, the Emperor was rendered horribly scarred, and a few months later, it was discovered that he had been made utterly sterile.
The Emperor’s only surviving child is his illegitimate daughter – who was married off to a Lord Valento years ago and was rarely spoken of, until now. With the Emperor having no more sons to continue the line, the faith in the Emperor and the Bloodline has been shattered. To make up for the damage caused by rampant civil war, riot and fractured nations, the Emperor has declared that his people must redouble their efforts to do as the original Emperor declared, and expand to conquer and cultivate the lands, in the name of their divine leader.

The People of the Empire are human and are nearly as diverse in culture and appearance as all of the other races put together. The Empire stretches to each corner of the globe, and while it is a singular nation, the range of lands, climates and neighbors in the various areas means that the people of the Empire are very different.
The Empire’s Keeps do not ramp up in cost (i.e. They don’t cost more for each one after the last)
The Empire player starts off with a level zero resources upgrade (+5r/tile to start, increases as normal.).
The Empire player gets a free town hall in every town he controls – this building is due to the empire’s council of magistrates, and as such, can’t be plundered by attackers.
The player, however, is required to pay a weekly tax of 200r or take a two-step morale drop the following day. This payment must be declared on day seven, fourteen and every seven days thereafter.
The empire is an arrogant nation, and will not permit it’s kingdoms to ally with any primitive nation.

The Empire starts out with a population of 100, 200r, one lord (you), one character & a keep.
The Empire worships the Emperor
The Empire’s humans see a population increase once a week.
The Redriver Ghouls

Once human, the ghouls can trace their origins to the Black Storms, when a terrible winter storm trapped a caravan of people within the long abandoned Redriver keep. For the first half of a year-long winter, the people scavenged for food, eating the remaining supplies, then hunting for rats and grubs. Starving, they made the decision to consume those who had perished from exposure or sickness. As the months stretched on, they began killing and eating the old or ill. For six months they ate their own flesh and blood, and the energies of the freshly dead steeped in their bodies, saturated them with death, and pushed them into that fine division between life and death. When the Black Storm lifted, the humans were changed. They no longer needed to feed, but were eternally hungry for flesh… and the flesh of mere barnyard animals could not pass through their throats. Only that of creatures with souls could.
In the many years since, these people have resettled in Redriver, and continued their macabre diet. They retain the ability to breed, despite being undead, and each generation born in Redriver is changed in the slightest manner, longer nails, glassy eyes, sharper teeth and thinner than their parents.

Ghouls are eerie to behold, appearing nearly human, though their eyes are milky white, with blurs in the place of pupils, their hair is jet black, and their mouths are filled with ragged rows of triangular teeth in varying sizes. Their skin is utterly white, often tatooed in odd patterns, and stretched over their bones as if they had little muscle or fat on them at all. Perhaps most disturbing are their hands, which end in crooked, bony fingernails as large as spades and as sharp as daggers.
Ghouls frighten foes they face in battle, making enemies they face likely to be forced into retreat. This is calculated as a 10% chance a day…
-2% for each step over average morale the enemy has.
-5% for each character leading the enemy army.
-10% if the enemy outnumbers the Ghouls 2:1.
+2% for each step below average morale the enemy has
+5% for each Ghoul character is present.
+10% if a Ghoul Lord is present
+10% if the ghouls outnumber the enemy 2:1.
There is a 10% chance that each ghoul slain in battle will rise again after the battle is concluded. (whether the Ghouls win or lose)
Their affinity for death and dark magic means ghouls make good mages in diabolism or necromancy, getting a free spell when delcaring those as their specialties.
Ghouls cannot pursue divine researches, and are especially weak to clerical abilities, being dead & all.
Their morale cannot go higher than ‘great’, as their spirits have been tainted and crushed.

Ghouls start with a population of 100, 200r, one character, one Ghoul King/Queen and a keep.
Ghouls are atheist, but get no protection from divine abilities.
Ghouls see a population increase every week.

The Alchemists are renowned for their haphazard experiments, and the Hive is one that is often referred to. Tired of leading the twisted Homonculus into battle, a collective of Alchemists looked to the insect world for hints on nonverbal communication and management. After several failed tries, they managed to create the first Queen – an experiment in mental dominion.
The Queen began giving birth to her children immediately after her creation, and the Alchemists revelled in the discovery of her control of the creatures. They cultivated further generations of Queens by mixing elf and human into the blood to enhance intelligence and sophistication, and created the first true Queen. This Queen made no short work of using her mental powers to tear the Alchemists to shreds, seize control of the other Queen’s minions, and turn the small Alchemist enclave into the first Hive.
Since, Queen Aphae has given birth to new Queens, and had the larvae taken to new places to grow to their enormous sizes, and establish their own Hives, each of whom is as arrogant and single-minded as their mother, but entirely loyal.
The first step in understanding the makeup of the Hive is in understanding that the Queen’s progeny, the foot troops of the Hive, have no free will, sentience or intelligence. Rather, the swarms are like extensions of the Queen herself, and are controlled in the same form that a human might raise his hand… the Queen controls hundreds of these troops in this manner.

The swarms appear like men in full plate mail, (chitin) with the lower bodies of beetles. The proxies appear similar, though they have the faces of humans. The Queen herself is composed of a massive spherical abdomen, about twenty to fifty feet across, with the torso, head and arms of a human woman protruding from the front. After emerging from the larval stage, the Queen quickly grows enough that her legs cannot move her abdomen, which swells with the eggs of her progeny. Queens are every inch the arrogant, haughty, and powerful creature their name implies – they are their Hive – incredibly intelligent, mentally powerful and physically strong, coordinating their legions of children, seeing through their eyes, speaking through their mouths.
The Queen is a Lord with many special qualities. She has an attack power of 50, cannot move under any circumstance, and is very difficult to assasinate.
The Hive does not worship a god. Rather, the Queen focuses her adulation on herself. This results in the replacement tech tree. The Hive does not research Divine, and researches ‘Queen’ instead. Queen has the following researches as subcategories:
Range // Ego // Will // Minion // Progeny
Range increases the queen’s range by 1 tile per level. It starts at 1 (adjacent tiles to each Hive Keep)
Ego is akin to an act point, though effects are limited to within the Queen’s range. Storage of unused Ego points makes Will attacks stronger.
Will lets the Queen exert minor influences on her territory. Once a day, she may either claim a tile in her range for each level of Will she has (+1 for every two stored ego points) or inflict damage on foes that are in the open within her range (ie. not in cities) Damage is equal to 1 +1 per Will research, +1 per stored ego point.
Minion makes the Queen’s swarm stronger by +.5 troop strength, and grants it a +1% spell resistance chance against hostile enchantments and damage spells. (these numbers are multiplied by the number of levels in Minion).
Progeny enhances the birth of the Queen’s children. Odd numbered Progeny researches add +5 to the number of children born with each increase and raise the minimum number of children born by 2. Even numbered Progeny increases lower the time between birth periods by 1 day.
The Queen always gives birth to a minimum of 20 population, as she is the sole childbearer, only requiring her children to fertilize eggs.
Hive units cannot move outside of the queen’s range without the presence of a Proxy. Proxies may only lead 25 units each, at a time.
Hive units are weak to begin with. (.6 troop strength).
If the queen dies, the hive goes rampant, (automatic riot, entire population) and it is a full week to establish a new Queen, after which time her people return to her control. See the next point for what happens with her units outside her range.
Units outside of the Queen’s Range without a Proxy move the shortest possible distance back into it, and are entirely passive (automatically slain if engaged, cannot fight back).
The Hive cannot research metallurgy as they use chitin (insectile plates) instead. The queen is too arrogant to resort to diplomacy or trade. Her people have no free will, so leadership is also out of the question.

The Queen only worships her own powerful self.
The Hive starts with 100 population, 200r, a Queen, a Proxy and a city.
The Queen gives birth once every eight days.
The Knights of the Adamant Dove.

A hundred years ago, the eighth Daemon Lord waged war on the lands, leading an army of demonkin to war against mankind. Awagrim the Perverter waged war on two fronts: he led his soldiers to besiege enemy kingdoms on the battlefield, a face-to-face battle. He also struck the enemy from within: his very presence intensified the impurities in those he fought, made the weak weaker, made those who were ugly hideous and the cowardly into gibber with fear. Awagrim slew Warlord Edregris’ Legion, scores of mankind, throngs of dwarves and hordes of goblins in this manner, until the young soldier Christopher Adamant decided to form a resistance.
Christopher Adamant undertook a pilgrimage to the villages of the world, and picked the best of the men and women – those who were untainted in beauty, strength or willpower. Through years of training and discipline, Christopher formed an army, two hundred soldiers strong, each masters of riding, swordsmanship and entirely devout to the Incarnation of Honor. He dubbed his army the Knights of the Adamant Dove – representative of their martial prowess, determination and purity.
The Knights of the Adamant Dove went to war against Awagrim, and slew his soldiers by the hundreds. For two weeks, the Knights did battle with the Demonkin, until Awagrim himself decided to appear before them. Christopher Adamant challenged the Daemon Lord to a one-on-one duel, and the Daemon Lord readily agreed. They crossed blades – Sword against Sickle, and Christopher Adamant clearly outmatched the Daemon Lord. Fearing for his unnatural life, Awagrim took hold of Christopher’s lone weakness, and fed the pride of the Knight Lord like fuel to a flame. Near the conclusion of their duel, Awagrim attempted to possess Christopher Adamant, and the arrogant Knight Lord let him. Finding himself unable to control the Daemon Lord, Christopher Adamant prayed to the Incarnation of Honor, for the strength of character to control the Daemon Lord. He bound the Daemon Lord within his own heart, and then collapsed of exhaustion.
Christopher Adamant’s Knights of the Adamant Dove have since expanded and drawn more and more people to their ranks. They are exemplars of virtue, it is said every human wishes for romance or recruitment within the Knights at some time in their life. They are not as pure as their appear, however. When Christopher Adamant died of old age, Awagrim’s taint spread to the heart of his legacy. Every Knight now bears a terrible blackness within his heart, seeking to claw its way out if his determination falters in the slightest.

Knights are the perfect human specimens, often blond and blue eyed, square jawed and muscular, in gleaming armor. As a matter of practice, a Knight is never more than fifty paces from his steed, and can never be found without the pendant of their order around his neck – that of a spread-winged-dove.
Their worship of the Incarnation of Honor grants the +1 to troop strength each time they upgrade their divine category a level.
The Knights start with their level 1 scouting researched.
The Knights start with a Temple and the 25 clerics it would provide.
The Knights have stronger troops (2) to start.
When the Knights research or use any Magic, Gunpowder, Subterfuge or Shamanism, or when they break a contract, subtract 3 act points from their stockpile. If they do not have enough act points, then 20 of their population dies for each act point they should lose.

Knights worship the Incarnations of Honor.
Knights start out with 200r, a population of 75, 25 clerics, one lord, one character & a keep.
Knights see a population increase every week.
The Horned Ones.

The Minotaur once stood among the goblinoids and human barbarians as a savage species, tremendously powerful but backwards and savage. The Minotaurs, like the ogres, orcs and barbarians, worshipped War itself, and for centuries their life was a primitive existence of constant conflict for the favor of their deity.
When the Warlord Ungor went to battle against a portion of the Empire, he faced gunpowder weapons, alchemy, medicine and steel. He challenged the Magistrate of the border fort to single combat, and in the midst of the battle, his weapon was shattered by the fine weaponry of the Magistrate, and the blade pierced Ungor’s eye.
Ungor won the battle, but his pride was more wounded than his face. Taking the border fort as his own, Ungor used human captives to learn of the technologies of man, that he would not suffer such humiliation again. His son, Ygor, took over the keeping of the fort, and for another two generations, the minotaurs fought with the Empire to keep the fort, and used captives and determination to learn of the technologies.
The battle came to an end as a young Emperor, new to his throne, spoke to an escaped Minotaur captive and heard of what the Minotaurs had asked for. The Emperor himself approached the Minotaurs on passive terms – they could keep the fort and ask for whatever information they wanted if they would only be willing to defend the southeastern pass of the Empire. Over the next few years, the Minotaurs came to become a civilized race in its own right, and formed a tenuous alliance with the Empire.
The current leader of the Minotaurs is Rezgor One-Horn. He wrested control from the great-great-grandcalf of Ungor in single combat, and is a devout believer that War can be worshipped as conflict, but not necessarily bloodshed. Chemistry involves conflict in compounds, as does argument and magic. His only qualm with the ways of human is the passive cooperation of exchange – coin is blasphemy, according to Rezgor, and the Minotaurs maintain a barter system to this day.
The Minotaurs remain proud and powerful, but are slowly developing culture and structure. Once they were said to be as weak as men and as dumb as bulls – they are now said to be as strong as a bull and as cunning as a man – they have earned the respect of their neighbors.

Minotaurs stand seven feet tall, without their foot-long horns taken into account. They appear as extremely muscular men, broad shouldered, with hooves and the heads of bulls. Their eyes now gleam with intelligence, and their words are those of men, not halfbreeds. A minotaur in battle goes in full battle armor, studded with bone, a gleaming tower of steel and horns, his breath steaming as he exhales from his nostrils.
Minotaurs start with improved troop strength. (2)
Once a week, Minotaurs may challenge a single player to a one-on-one duel. Both the Minotaur player and his foe nominate a character or lord in the vicinity of one another, and they fight. Success is determined the next day based on troop strength, morale, any mastercraft items, with a minor ratio of randomness added in. The character failing the challenge lose their character or lord. Players refusing the challenge take a one-step morale drop, and lose the abilities of a character in the vicinity as the character hides from the minotaur.
They deal +50% damage on a charge, not +20%,
They may raise twice as many men as their tactics level would allow.
Minotaurs start with no coin.
Minotaurs get +2r/tile/per level of resources, not +5.
Minotaurs get +10r in issues of trade, not +15r.

Minotaurs start with a population of 75, 0r, one Lord, one character and a keep.
Their population increases every six days.
The Serpents.

It is a rare lord that does not fear the Naga. Capable of changing their shape as easily as one might change his clothes, and can change into 12-foot-long serpents for the purposes of subterfuge and combat. Naga are renowned for their assassination abilities and their manipulation, something they use readily.
The Naga are said to be created by the Incarnation of Fate at the express will of the gods who do not rule a race, a tool created to keep the races of the world in check, and to prevent one such as the Tyrant Lord Om from threatening the gods again.
The latest act of the Naga was a profound one. The oldest living dragon was assassinated, and his blood was used to poison the food of the greatest leader of mankind in history. It is no coincidence that this act came at the worst possible time – the Naga have plotted the destruction of the Empire for centuries, and they picked the most effective time, and a very potent weapon to use.
The Naga are now operating with a number of other races, supporting the weak side to cause as many causualties as possible. By weakening every other race to near destruction, they can establish themselves as the supreme species.

In their natural form, Naga are very human, with narrow faces and scales on various parts of their body. In snake form, Naga are black as night, twelve feet long, with poisonous fangs. They change forms by shedding their skin and revealing a different shape and form within.
When sending thieves to perform subterfuge in secret, the Naga player may choose any race. When captured, the thieves are revealed as the stated race, not necessarily as Naga.
Naga start with level 1 subterfuge researched. They get the benefit of secrecy right away → they replace the standard research that would give them secrecy with an assassination improvement research.
Naga coat their weapons in poison. This accelerates/prompts attrition damage for foes from the first day the Naga inflict losses on them. If the defending troops are not taking attrition damage, they start after taking losses. If they are, the rate is increased as if one day had passed. To escape this loss, a player must either suffer the effects and then research medicine, or have a player who has done this teach them a level of medicine research.
Naga add a level to their subterfuge chance by sending characters to work in their Town Hall.
Naga are cold blooded, and have a 50% resistance to any morale changes.
Each week, there is a 25% chance that a character the Nagas control goes rogue and plots to kill his leader – he acts as though he were a double agent under enemy control.

Naga worship Fate.
Naga start with 100 population, 150r, one lord, one character and a keep.
They see a population increase every 8 days.
The Nightcursed.

In the early days of existence, the elves were once primitive, as were the gods. The elves, not even fractured into the five elf races yet, were experimenting with dark magics, and opened a channel to the void – a realm of utter nothingness, devoid of rules. Within the void they found a creature from ages long past, from a time when other races had perhaps existed, died out and of which all traces had been worn away by the sands of time. This creature was released for experimentation, and it bit an elf to drain her blood. He was then slain by beheading and set aflame with magic, and turned to ash.
The elf maiden later rose from near death, just enough blood had been drained to bring her to the point between life and death. Her conscience had been drained, her soul torn and her body made unnatural. She fled her old home, and retreated to the wilds.
Hunger consumed her, and the maiden returned home, where she found her daughter sleeping. Touching her daughter’s brow, she felt the warmth that she no longer posessed and felt a pang of hunger greater than any she had before experienced. She drank the blood of her own daughter dry, and then moved on to her father, mother, and cousins in the same household.
The Vampire race has risen from the family of the Elf maiden, and seized control of small villages through intimidation and strength of will. Over the past few years, they have gathered in numbers, led by the oldest of the vampires, to seize the lands for their dark selves.

Vampires appear as they were when they died, with bone white skin and hair the color of blood. The older a vampire is, the more powerful it becomes, as its muscle hardens to the strength of steel, and it loses all of the limitations of mortal form. The oldest of the vampires have lost all remote traces of humanity, and are like horrendous beasts, large skeletons with skin stretched over their grotesque forms.
Vampires may permanently upgrade any number of peons to Youngbloods. Youngbloods are potent soldiers with magical capabilities. (strength 2, gain 1 mana a day per youngblood).
Vampires have a level 0 magic power research that applies only to Necromancy or Diabolism.
Oldbloods, Vampires and Youngbloods are very difficult to slay (25% chance of getting back up after death in combat).
Oldbloods can only be slain by characters or lords.
Vampire nations start out with dismal morale,
Vampire nations are especially vulnerable to divine effects.
For each Oldblood, Youngblood and Vampire in your population, reduce your population by 1 per day.

Vampires are atheist, but get no protection from divine effects.
Vampires start with 100 population, 50r, one Oldblood (vampire Lord), one Vampire (character) and a keep.
Vampires see a population increase every week.
The Transmuters of the Iza Deserts

As living beings, we all face death at some point in time. Some approach it calmly, but the vast majority of us view the looming oblivion with utter fear. The Alchemists were a group of scientists and doctors that sought to conquer this fear, conquer death itself.
By experimentation in the essence of life itself, and of the elements that compose the physical world, the Alchemists have come a long way over the last three-hundred odd years, ever closer to chemical immortality.
Two hundred years ago, the Alchemists created the first artificial life – a cauldon filled of the same ratio of elements that make up humankind, and a drop of blood for the spark of life. Thus, the Homonculus, the artificial man, was created.
This act infuriated the gods, who had previously been the only ones who could create life. The gods each sent their greatest heroes to destroy the Alchemists and all record of their findings. The alchemists used thier Homonculi against the enemy, refined their work, and made their homonculi stronger. The Knights of the Adamant Dove forced the Alchemists away from the fringe of the Empire and into the Iza Desert. The Alchemists were forced to abandon many notes on their elixer of life as they retreated.
Within the Desert, the Alchemists, angry at the arrogance of their foes, spent sixty years working on the creation of a powerful weapon – this time, it was not a mimicry of what the gods had created, but a calculated mix of all essences of hostile wildlife. The Chimera was born, with the heads of a firebreathing dragon, goat and lion, the body a mix of all three species, with ability of flight and a tail capable of launching poisoned barbs.
Though they continue to create weapons, and work on various elixers of change and power, the Alchemists seek to recover many of the irreplacable notes on their elixer of life – many of which have been divided among foreign kingdoms, who use the partial notes to create potent medicines. With the ability to create life, the power of science at their fingertips, and the immortality of the gods within their reach, the Alchemists are generating their horde of created lives, and seeking to crush the imbeciles around them.

Alchemists themselves are tall, with goggles protecting their eyes. Constant exposure to harsh fumes, poisons and heat has burned the skin of the alchemists into a mottled pattern, and stripped all hair from their bodies. They tend to wear robes to protect themselves, and the commanders carry large standards with which to direct their Homonculus armies.
Homonculi are akin to people, though their skin is too smooth, and their facial features appear soft and undefined, as though they were molded from wax. Homonculi have uniform skin colors, markings and natural weaponry depending on who created them.
Chimera are the greatest weapons of the Alchemists, a half ton each of raw physical power, with flight, fire breath and poisoned stingers that can be launched as missiles. The creation of them, however, requires the blood of a dragon, among other exotic and rare components – so a Chimera is greatly prized.
Alchemists have grown immune to poison and disease over their long years of exposure.
Alchemists are exceptionally knowledgeable, and may build a third type of science building to aid them in their endeavors – the Laboratory.
The Laboratory adds to the strength of all unnatural units created by the alchemists by .5 a level. Each level beyond the first adds +1 to the number of homonculus created each day, and +2 to Chimera troop strength (2.5 total, per level).
With a Laboratory, at least two levels in science and the invention:chemistry research, the Alchemists will start producing one Homonculus (troop strength .5, cannot use gunpowder) a day. An additional 1 is created for each level of science and laboratory.
When they access Science level 7, with a fully upgraded laboratory, Alchemists may create Chimera for 1,000r each. (troop strength 30, +100% damage on a charge, see naga entry for poisoned weapon description.)
Alchemists have earned the wrath of the gods. They are especially vulnerable to divine effects, and cannot pursue the divine tech tree.
Money is not of particular interest to Alchemists, and they get no additional money % from additional cities.

Alchemists are atheist, but get no protection from divine effects.
Alchemists begin with 100 population, 100r, one lord, one character and a keep.
Alchemists see a population increase every week.
Gnomes of the Clockwork Cities

The gnomes spent many ages in the underground, combating the kobolds and struggling to survive from day to day.
The gnomes eventually came upon a gnoll hovel, where the gnolls had a young dragon imprisoned, ready to sacrifice to their gods of ruin and corruption. Though they cared nothing for the dragon, they considered that releasing the dragon would scare off some gnolls, and give them a temporary safe haven.
They released the dragon, and aided it in exterminating the gnoll pack. In exchange, the dragon spent a year protecting the gnomes, and taught them of the Glyphs of Will. With these Glyphs and the right components, the gnomes could animate anything resembling a humanoid. With these ‘golems’, they could protect themselves, and establish a society.
Years later, the Gnomes are a technological force beyond compare. Using golems to power massive engines, the gnomes have an endless supply of power for their devices. With their creations, the gnomes have come to be known as the Artificers, the master craftsmen.
Gnome cities are truly impressive to behold. Entirely clockwork, with rotating buildings and moving sections of walls, whole sections of the city are entirely closed off until scheduled times, making invasion especially difficult.

Artificers appear much like humans, with large bulbous noses, gray or white hair, and spectacles. They stand three feet tall, and favor wearing robes in simple colors. They particularly dislike combat, something that has carried over from their years of being hunted for sport by the goblinoids.
Artificers get double the standard study % chance of completing buildings early.
When the Artificers have the prerequisite levels of both science and factory, they can start producing advanced units.
Level 1 Factory & Science – > Clockwork Golems (strength 3) – 50r each.
Level 3 Factory & Science → Juggernaught (strength 20, ignore enemy defenses) – 250r each.
Level 5 Factory & Science → Golem Train, 500r per station.
Golem Trains allow you to move armies, objects and such between stations in one day, ignoring troops between them.
Level 7 Factory & Science → Upgrade Clockwork Golems to Metronome Golems (strength 7, 25% spell resistance chance) → 75r.
Level 9 Factory & Science → Dragon Golems (fly 2 spaces/turn, strength 75, ignore defenses, 100% spell resistance) – 3,000r each
Artificers start out with a Factory, and the mining, craft, locomotion, aviation, naval and gunpowder theories (level 1 invention researches).
Artificers start out with 25 clockwork soldiers.
Artificers are antisocial, and do not invest in civics.
If forced into combat, a non-produced artificer unit suffer a temporary morale loss of 1 step, until they’re safe at home.

Artificers worship the Mercury Dragon of Time.
Artificers start out with a population of 75, 25 clockwork soldiers, 200r, one lord, one character and a keep.
Artificers see a population increase every week.
The Church of All

When the Emperor was found out to be sterile, the information leaked out into the population of his nation. All over the world, people discovered that the ‘divine mortal’ they had been worshipping was hardly divine at all, and faith was shattered.
Many who could not abandon a life of worship founded a new Church, the Church of All, as a form of apology and respect to the gods they had ignored up until then. The Church of All is a series of temples that is rapidly gaining respect and power, that worship every god of every race, not just one.
The daily routine of the Church of All is a time consuming series of rituals to the myriad gods, with the work on the daily chores and duties wedged among them.

Those who worship the Church of All wear robes covered in charms and symbols of the multitude of gods.
The Church of All may use act points as though they worshipped every god, not just one. Pick from the list of abilities among the gods, incarnations or daemons of the other races.
Every person in the population of the Church of All is a cleric.
The Church of all starts with a Temple.
Members of the church are restricted in their advancement in Science as though they were primitive, even though they are not actually primitive.
Atheism and Shamanism are not available to the Church.

The Church starts with 200r, 75 clerics, one lord, one character and a keep.
The Church sees a population increase every week.
The Scholar Lords

The most brilliant minds in the known world, Erudite are masters of study and learning, having gone from primitive tools to having sprawling cities with libraries, sewer systems, irrigation and investments; in just ninety years.
The Erudite were created by the deity of knowledge, and while they were initially savage, they infiltrated enemy libraries and learned what they could from many of the enemy kingdoms. Even now, the Erudite are employed by all of the greatest nations, for their profound insight and vast knowledge. Since their appearance in this world, the Erudite have become almost a commodity, even orc chiefs value an Erudite captive for the knowledge it possesses.
The Erudite are a naive race, but are rapidly growing into a force to behold, learning quickly from their mistakes, and adopting the strongest tactics of their enemy.

Erudite are tall and hairless, with small ears, large owl-like eyes, and long nimble fingers.
Erudite start with a university.
Erudite Study percentages apply to every research type, not just one. (roll for each research).
Erudite get a bonus to Study percent equal to 5% per character.
For Erudite, researches scale upwards at half the price:
50r for level 1 & 2 researches.
100r for level 3 & 4 researches.
150r for level 5 & 6 researches.
200r for level 7 & 8 researches.
250r for level 9 & 10 researches.
Erudite may not pursue any military advancement over level 2.

Erudite worship Estuud, the god of Knowledge and Lore.
Erudite start with 100 population, 200r, a lord, a character and a keep.
Erudite see a population increase every week.
The Night Hags of the Wakoor Swamps

The Hags are a race of the Dark Faerie that have taken to using their connection to dark spirits to spread their race to the corners of dark forests, the outskirts of small towns and the slums of big cities. As they spread their race about the globe, the most skilled of the Hags gather in the Wakoor swamps at the edge of the Ripped Wastes, plotting bigger and better schemes.
Hags procreate in a terrible fashion. By cooperating with dark spirits, the Hag give little girls terrible nightmares, and blacken their spirits. The affected children first grown uneasy, and start taking pleasure in the misery of others. As the nightmares continue, the children start changing physically. Their hair grows black, they grow physically powerful, and they grow to adulthood exceptionally fast. Non human children start to appear human, and around this time, many run away.
After leaving the children in misery, in the wilderness, the Hags approach them with food and shelter. They tell the children that they are a special breed, and that they have a special destiny. The children grow older, and then repeat the cycle.

Hags are immortal and do not die of old age, having special agreements with spirits of death. They appear as human women, and retain an attractive age up until they reach their hundreds, when their skin hardens to the strength of stone, and they appear ancient, and become truly powerful.
Hags are unidenftifiable except to magic users, who can see the black spirits – like tiny cruel beasts, swarming over the Hag women.
Every member of the hag population is considered a Shaman.
Hags get an idol when starting out.
Hags may use shamanism and magic at the same time. Hags who are both shaman and mage are ‘witches’. Hags may only choose from among enchantment, diabolism and illusion.
Hags are protected from harm until their first population increase. Enemies may not attack hag cities until day 10.
Hags do not get plunder from sacking enemy cities – they may only retain the city itself.
Hags may not make use of divine powers.

Hags start out with 50 population, 200r, one Hag Queen, one character and a keep.
Hags see a population increase every 10 days.
The Mediators of Adorett

When the 854th Emperor grew ill, Magistrate Magnus took over ruling the Empire. Said to the Times of Strife by historians, Magnus was known for sending all judges to work in the fields; saying the first Non-Emperor to rule man was intelligent enough to make decisions for his people and the law.
Though Magnus was eventually slain by what is said to be an accidental poisoning in his food, the damage done to the Empire was vast – the lands of Sorren, already torn by turmoil, were overrun with criminal activity, a stain on the surface of the Empire that persists to this day. The other change was the fact that the Judges of the Times of Strife left the Empire to a small town seated between the jungles and the Empire. The Judges (highly educated and masters of persuasion) quickly ingratiated themselves with the relatively simple people of Adorett, and aided the small groups in ceasing to war with one another and join together.
Adorett has since become a true nuisance to the Empire. It stands between the Empire and the western jungles where the Saurian and Toda reside, inhibiting expansion and reducing trade. In addition, the people of Adorett have learned quickly from their patrons the Judges, and are now renowned for their ease with words, their ability to establish compromise and their manipulation, enough so that they have become known as Mediators. It is not highly unusual for warring orcs to cease fighting and reach compromise with a Mediator’s work.
The Mediators are led as a nation by the Judges, whose bloodlines persist to this day.

The native peoples of Adorett have a warm brown skin, the color of coffee with cream, and an unusual color to their eyes – often yellow or pink in hue. Since their tutelage under the exiled Judges, they have adopted the hairstyle of the Judges of old, and color their hair white with powder or bleach.
Their characters gain access to the Diplomat class, even before earning level 4 diplomacy. This lets them influence morale and feelings within many kingdoms on the map.
The Interceders are considered to have a heir from the beginning of the game, and are entirely immune to riots. (as if they advanced in the diplomacy tree without taking any propaganda researches). Their altered civics tech tree is broken up into: Subterfuge, Expansion, Scouting, Hostility. Note that with two buildings, they require only 2 researches to advance Civics a level.
The first three civics researches operate as normal. (subterfuge, expansion and scouting are as written in the rulebook)
Hostility is an advanced propaganda that serves to make all players’ actions more effective against the target player, and make any allies of the target player lose a step of morale when researched.
Interceders get a morale boost every time they upgrade civics a level.
Interceder Mastercraft items are weaker, as if they were a level lower than they would otherwise be. Ie. A level 1 Mastercraft research garners them no item. A level 2 one gets them one of level 1 quality.

Interceders are Atheist, with all requisite benefits & penalties that entail.
Interceders start with a population of 100, 200r, one Judge, one character and a keep.
They see a population increase every week.
The Pirate Merchants of the Jamallan Coast

One-hundred and eighty years ago, the Gold Queen, a piratess of great ability, mounted a series of raids on the Saurians of the jungles, stealing mounds of treasure from the Saurian temples. The quantity of treasure was enough that, even with a fleet of eighty large ships, the Gold Queen required six trips to retrieve it all.
Storing the money proved even more difficult, as such a large amount of money in one place brought threats of theft or stolen funds from her own people. The Gold Queen established herself in a small town under another name, and masqueraded herself as a noble. Over the next three years, she had quality banks built in the small towns, and bought out the larger banks in larger cities, until she could divide her funds among dozens of institutions.
A drunk pirate eventually let slip the role of their leader… Though there was no small amount of scandal, and quite a few assassination attempts, the Gold Queen continued to perform honorable business with those who continued to rely on her services through necessity or ignorance. The scandal slowly died down, the lynch mobs grew bored, and her business thrived. The now rich pirates turned to honorable business, with no need for the criminal activity, and established themselves within the Jamallan Coast. They’re now the economic power of the world.

Merchants have tanned skin and curly black hair. They tend to be rather attractive or terribly ugly, and show off their wealth with the finest silk clothes available.
Merchants get +10% to the amount stolen or plundered each time.
Merchants lose 10% less when stolen from or plundered.
Merchant double agents or diplomats working on enemy keeps reduce the enemy income by 10% each, plus 2% per culture research.
Each Merchant that is working in a market adds +5% to the amount of income garnered, in addition to their benefit on the market itself. Merchants start with a market to facilitate this.
Merchants get +5% to total income for each city after the first, reducing as normal, down to 5% for the seventh city and each one thereafter.
Merchants get a morale increase when increasing their commerce.
Merchant magic and divine advancements take 3 days to complete, and they cannot perform more than two magic or divine advancements at a time. (That’s either two magic, two divine, or a magic & divine research going on at a time.)

Merchants worship the Gold Queen as a divine mortal or the Daemon Lord of Waste.
Merchants start with a population of 100, 300r, one lord, one merchant, and a keep.
Merchants see a population increase every week.
The Master Magi of the Way

For the educated student, magic is a sure path to power. Through study of rite and ritual, one can create changes in the very fabric of the world, and strike down even dragons. He who is truly dedicated and willing to prove himself can apply for entry among the Archmagi – the elite of the mages, who pursue not one specific type of magic with a single minded determination, but pursue them all with that same determination for each one.
Archmagi have established schools throughout the Empire, and search through villages for the brightest young men and women. After a grueling series of tests to wean out the less worthy, they graduate the youths to Initiate of the First Circle. It is the rare Archmage that can reach the Tenth circle in a lifetime, but he who can can match the gods.
Archmage cities are truly beautiful places, marked with massive glowing runes that float just off of the surfaces of buildings, and create intricate patterns that rotate around the cities. Archmages worship the Constellation of the Way – a pattern of stars that point the way to each other constellation. This constellation marks the same manner in which they study every single school of magic.

Archmages tend to be disheveled and weak from their single-minded study of magic. They are thin, with long hair and beards, their robes are only kept pristine through minor magic charms.
When Archmagi complete a spell research, they get all spells of that level & specialization. (ie. A level 1 spell research could garner the Archmagi all level 1 general magic spells.)
Archmagi start with a mage guild.
The entire population of Archmagi is made up of magi.
Their magi research is replaced with another magic:power research.
When Archmagi upgrade their mage guild, they unlock another specialization.
Archmagi are weak in combat. (.6 troop strength).
Archmagi are unfocused in areas outside of magic, and pay an additional 25r for advancements (that’s both researches and buildings) outside of the magic discipline.

Archmagi worship the Constellation of the Way.
Archmagi start with a population of 50 magi, 200r, one lord, one character and a keep.
Archmagi see a population increase every nine days.
The Summoners of the Crimson Peaks

The Conjurers are a mage race renowned for their skill in creating something from nothing. A skilled Conjurer can call forth an army and crush his foes, and dismiss them when they are no longer needed. This is precisely what happened in the One Woman War, when a mercenary conjurer requested a meeting with the Thane of Edwar Keep, and proceeded to summon forth innumerable soldiers to slaughter the Dwarf Leader and his people.
Conjurers make their homes in the Crimson Peaks, where they can be closest to the Constellation of Alicorn, the star formation of the winged unicorn, who the Conjurers believe is the originator of all magics and powers of creation. There is no code or set of values held by the Conjurer society as a whole, but most Conjurers study into their thirties, and then proceed to sell their services to the highest bidder. Stronger enclaves led by the brightest Conjurers attempt to establish their own schools in new lands, while others simply ignore the outside world and enjoy the joys of thier creations.
Conjurers are known well for their services in the ‘red light’ districts of larger cities, where they can conjure forth whatever their customers desire, to exacting specifications, and then dismiss them later – enjoyable, clean and only slightly immoral. (one must consider that many conjurations are copies of existing people).
It is said that the conjured creatures actually are teleported from elsewhere, and that a conjurer always runs the risk of running into one whom he has summoned & coerced into servitude. This superstition has led Conjurers to the wearing of ivory masks, which mask their faces from those they summon. These masks are often painted to suit their owner, and have single horns in their brow, the mark of the Alicorn.

Conjurers are often red haired, fair skinned, and rather attractive. They favor clothing in reds and golds, and often wear ornate (conjured) jewelry.
As they perform their rituals, Conjurers wear the ivory masks, making them appear far more uncaring and inhuman.
Conjurers have an altered magic research tree:
Mana // Power // Spell A // Spell B // Summons
Conjurers therefore get two spells for each level of magic.
Summons adds to the number or strength of summoned creatures.
Conjurers start with a mage guild and specialization:conjuration.
Conjurers summon more creatures than normal casters of Conjuration.
Conjurers are not especially skilled in science or divine, and must pay 150r to unlock them for future use.
Conjurers are weaker in terms of military strength. (.6)

Conjurers worship the Constellation of Alicorn.
Conjurers start with 50 mages, 1 lord, 1 character, 200r, a mage guild and a keep.
Conjurers see a population increase every week.
The Rose Magi

The Enchantresses are established deep in the Verrin Forest, neighboring the Tree Elves. What was once a small group of young women that used a stylized form of magic has become a secluded nation capable of altering the very rules that their world runs by.
One hundred years ago, the Lupians were nearly exterminated by Grim-Eye. The Dog Star disappeared, and was shortly thereafter replaced by the Constellation of the Rose. With the appearance of this star, Enchanters around the world changed from mere hedge wizards to truly powerful individuals. The Constellation of the Rose fuels Enchantment and makes those who dedicate themselves to Enchantment stronger. The Enchanters have since moved into Verrin Forest, which is directly beneath the Constellation of the Rose, and founded their nation of The Rose Magi.
The cities of the Enchanters are grown from enchanted wood that is as strong as stone. Enchanter buildings are made of massive interwoven branches, topped with roses and thorns.
There is much speculation by scholars on the Enchanters, who appear unassuming and nonconfrontational, and their relation to Grim-Eye’s Legion and the death of the Lupians.

Enchanters tend to be female, and have long blonde hair, and simple clothing. They dress themselves in magic from an early age, to make themselves exceptionally attractive, and many are known to whisper that the Enchanters are not even human, and simply mask themselves to hide their horrendous forms.
Every member of the Enchanter population is a mage.
Enchanters start with a mage guild and specialization:enchantment.
Enchanters, rather than have a Magi research, get a second spell research (Spell A and Spell B).
Enchanter Enchantments, unless dispelled, remain for a turn after being cancelled. This additional turn requires no mana. This may only be done with a particular spell each week. (therefore, one cannot cast Charm, cancel it for the next day, cast it the next day, and halve the total costs)
Enchanters spend 10% less on their enchantments.
The subtle Enchanters have a poor grasp of the direct themes of military. Military upgrades are priced for Enchanters as if they were one level higher.

Enchanters worship the Constellation of the Rose.
Enchanters start with a population of 50, 200r, one lord, one character, a mage guild and a keep.
Enchanters see a population increase every week.
The Deathlords

The Necromancers were once the members of the Barbarian tribe of the Bone Crow, practicing a very primitive form of their now refined art. Under the tutelage of a Vampire Lord, the barbarians came to understand the finer magics, and master them. Shortly thereafter, they turned on the Vampire Lord, and imprisoned him in a cage beneath Phemirr Island. Following this, they started to approach the outside world with conquering in mind.
The Necromancers have not abandoned all of their primitive roots, despite the attempts of the unnamed Vampire Lord to culture their society. They still wear bones strung to their robes, and pursue their ends without a care of morals or others. Their efforts in achieving superiority through undeath have involved the harvesting of thousands of souls – souls that did not make their way to the embrace (or torment) of the gods meant to recieve them. This has led the gods to despise the Necromancers.
The aim of the Necromancer is Lichedom. Through the fifth and final ritual of necromancy, a Necromancer can make himself immortal and very powerful, his soul animating a form in perfect harmony between life, death and power.

Necromancers wear the skulls of beasts over their heads, and string bones to their black robes. They are human, and as a new kingdom of Necromancers grows, its members grow thinner, paler, and start to rot alive. In the final stage of necromatic rituals, the skin falls from their bones, and they animate as skeletons aflame in magical energies, marked with runes of power.
Every member of the Necromancer population is a mage.
The ‘magi’ research in the necromancer tech tree is replaced with a second spell research. (Spell A and Spell B, respectively).
Necromancers start with a mage guild and Specialization:Necromancy.
When the Necromancers unlock a new level of Necromancy magic, they get the Ritual spell for that level for free.
Undead summoned by Necromancers are slightly stronger.
Necromancers’ practices anger the gods. They are weak against divine effects.
Necromancers slowly become an undead population. Each week they become weaker against divine powers, and see -10 to population increases. (the penalty is applied after the population increase, not before).

Necromancers worship either the constellation of the Skull, or the Incarnation of Death.
Necromancers start off with a population of 50, one lord, one character, 200r, a mage guild and a keep.
Necromancers see a population increase every week.
They Who See All

Of all the Magi races, the Seers are the most perplexing. Aside from their unique physiology, the Seers are strange in that nobody can trace their origins, or even find concrete traces of their existence outside of their cities.
Grand Scholar Richard Lindt theorizes that the Seers are actually from the future, and progress through time backwards. They, he states, do not see the future so much as remember it. This theory is supported in part by the palindromic aging of the Seers – A Seer grows to his twenties over the usual course of time, only to begin aging backwards, and die in his second infancy. This suggests a strange disturbance in time for these Magi.
Seers are a secluded people, and are well known for their ability to see the future, and remember the past with excellent accuracy. They reside in cities glistening with whole structures of glass, where they can be found talking to thin air, wandering aimlessly and murmuring to one another. Despite this, they manage to get their work done without a problem.
The mystery of this race of fortune-telling-children has yet to be unravelled, something made even more difficult by the increasing hostility of the Seer nation, and their silence about their people and their cities.

Seers appear as children with eyes that are milky-white, as if they were blind. They tend to dress in plain linen robes with the occassional glass charm hanging off of a limb or belt.
Every member of the Seer population is a mage.
Seers start with a mage guild and specialization:divination.
The Seers replace their Magi research with a second spell research. (Thus, they have Spell A and Spell B for each level of magic.)
Seers may spy on any player and be informed of that player’s secret activities.
For every research that completes, Seers have a 1% chance of earning that research, provided they have access to it. Each Specialization:Divination research and Study research adds +.2 to this number. (round down).
Seers are a fragile people, however. They have lower troop strength (.6) and take extra damage from damage dealing magics as though the foe had an additional power research.

Seers worship either the Constellation of the Spider or the Mercury Dragon of Time.
Seers start with 50 population, 200r, one lord, one character, a mage guild and a keep.
Seers see a population increase every week.
The Magi Warlords of the Ripped Wastes

The Warmages are a race of barbaric humans that has spent a long time battling the goblinoids, ebon dwarves and other monstrosities of the Ripped Wastes, in an eternal quest for power, be it mental, physical or magical.
The Warmages are the creators of the Battle Magics – a highly simplistic form of magic involving the arts of war. Four hundred years ago, their race went up against Behemoth, the God of Beasts, and bested it. Using their raw magics, they imprisoned the monstrous titan of muscle and raw ferocity, and created the Constellation of Behemoth, which is now the source of power for their Battle Magics.
Since, the Warmages have grown to dominate the southern, southeastern and eastern ends of the Ripped Wastes, forming kingdoms in the caves and ravines, and furthering their studies every day.

Warmages are humans, six feet tall, black of skin and hair, and have eyes that glow a malevolent red. Every Warmage chisels his spell rites onto a stone tablet that they string along their backs, or tie to a limb. Many Warmages outfit themselves in glistening black armor highlighted with the bones of savage beasts of the Ripped Wastes.
Warmages are stronger than average (2)
Every member of the Warmage population is a mage.
Warmages are trained in both magic and war, and when recruited as a soldier, Warmages do not lose their spellcasting abilities or ability to generate mana.
Warmages start with a mage guild and Specialization:Battle Magic.
Warmages replace their Magi research with a magic:power research. (Thus, they have Power A and Power B.)
Warmages are Primitive.
Warmages spend 15r more on civics, science and divine advancements.

Warmages worship either the Constellation of Behemoth, The Incarnation of Power or Dam’pth the Daemon Lord of Destruction.
Warmages start with a population of 50, 100r, one lord, one character, a mage guild and a keep.
Warmages see a population increase every week.
The Dragonfriends of the Mountains

The Cliff Elves were once an enclave of Magi much akin to the Archmagi. Good friends of the Ancient Dragons, the Cliff Elves often traded lore with the fantastic wyrms.
Favoring the secluded mountains to the north of Barastar, outside the reach of the Dwarves, the Cliff Elves built collections of towers that put them ever closer to the stars that are the origin of magical energy.
When the Dwarf Civil War erupted, the Cliff Elves grew uneasy with the growing state of the world, and used magic to confound the minds of those who approached their homes. Those who went to explore the North Mountains would grow distracted by fresh paths elsewhere, find a reason to return home or get turned around and end up travelling the wrong route (humorously leading many prospecting miners to tunnel into Dwarf sewer systems or tunnels). In this fashion, the Cliff Elves remained secluded and safe while they pursued their researches towards luxury and advancement through magic.
However, recent events pushed goblinoid civilization into Cliff Elf territory, rousing the Cliff Elves from their idyllic existence. They discovered, to their dismay, that Dragons were nearly extinct, and many of those who remained were either dying or deluded (such as the Mercury Dragon of Time, who fashions himself as a god). Worse, mankind has surpassed the Elves in taking over the world, and the goblinoid races have actually become a fixture in the world.
Fearing for the state of the world, the Cliff Elves are leaving their domains to establish superiority, and through this means, make things the way they feel they should be. Some enclaves are forming a steadfast friendship with the emerging Draconians, seeking a mutual push towards domination and order.

Cliff Elves are elves, with long, upswept, pointed ears, narrow faces and slender frames. Their skin is a silver in color, their hair is white or gray, and their eyes gleam an array of blues, violets and yellows. Cliff Elves favor gray cloaks, and inscribe their spells along the lining of their clothing.
Cliff Elves are elf. This means they get a series of benefits.
They may choose the starting position for their first keep.
They get +50r a day. When they control three cities, and for every two cities they control after that, add +50r to this number.
They have Good morale to start. They can only go as low as Dismal.
They get an additional research a day (7).
They get 5 mages to begin with.
Cliff Elves are masters of magic. They have a spell range of an additional tile.
Cliff Elves start with a mage guild and a level 0 magic:power research.
If/when the Cliff Elves choose Dracomancy, a free portal begins construction in their main city.
Cliff elves start with a smaller population.

Cliff Elves worship Nature, Fate or The Constellation of the Way.
Cliff Elves start with 50 population (30 of which are mages. 25 from the mage guild, 5 from being elf), 200r, one Aelfric (lord), one character, a mage guild and a keep.
Cliff Elves see a population increase every two weeks (14 days).
The Silver Blades

While the other elf races remain secluded or disconnected from the rest of the world, the militant Moon Elves have existed amid the strife of the ‘lesser races’, combating human, elf, dwarf and goblinoid alike, over the past three thousand years.
Elves live for about eight-hundred years, and the Moon Elves use this long stretch of time to create their own fighting styles and perfecting their technique. Every Moon Elf child is given a sword from the moment he or she can walk, the wickedly keen blade kept uncovered, that the child might learn the dangerous potency of a good blade.
Moon Elves maintain relationships with every race, and have used their skill at arms to kill countless members of each race. This has made them some very powerful enemies, and some very powerful allies.
The Moon Elves were those who brought an end to Grim-Eye’s Legion, after the Legion perpetrated the near-genocidal attack on the Lupian race. The Elf commander strode to Grim Eye himself, and told him that, if he chose, Grim-Eye could pick any elf from the ranks of the Moon Elf army and fight him in single combat.
Grim-Eye chose the weakest among the Moon Elves, an elf woman who had just lost her right arm in battle, and was still recovering. At the hands of the weakest of the Ether’altas Army, Grim Eye was slain before his Legion, and his reign came to an end.

Moon Elves have a skin that matches the shade of pearls, and hair in pale shades of rose, turquoise and gray. They have the long upswept ears of elves, often strung with earrings, and many favor chains stretching from an earlobe to a ring through the side of one nose. In combat, they do not wear the heavy armors favored by man, but prefer loose fitting robes that allow them optimal flexibility in wielding their weapons of war.
Moon Elves are elves. This means they get a series of benefits.
They may choose the starting position for their first keep.
They get +50r a day. When they control three cities, and for every two cities they control beyond that, add +50r to this number.
They have Good morale to start. They can only go as low as Dismal.
They get an additional research a day (7).
They get 5 mages to begin with.
Moon Elves are exeptionally skilled in combat. (Troop strength 3).
The first barracks and outpost the Moon Elves build is free. They still takes the required time to complete.
Moon Elves are horrified by death. If they lose 25% of their total population in a day, they see a drop in morale. (one step).

Moon Elves worship Honor, Nature or Fate.
Moon Elves start with 200r, 95 population, 5 mages, one Aelfric (lord), one character and a keep.
Moon elves see a population increase every two weeks. (14 days).
The Followers of Oblivion

The Shade Elves were the elves that discovered the Void – a realm devoid of anything – not even laws or rules impacted those within the Void. Floating in this dark realm of infinite size were those who had fallen into it in times long past – kept paralyzed and undying by the lack of laws of death or insanity to save them from their fate.
The Shade Elves, against the will of their bretheren, pursued the study of the Void. They drew power from it, fueled the development of their society, and came to become a great race in the world, rivalling the Dragons or Tyrants of that age.
The fell blow came, however, when they accidentally released ten deities of dark power into the world from Imprisonment within the Void. Their nation was brought to ruin by ten creatures of immense power, and their capital city of Quis’Asteria was consumed by these ten creatures, and turned into a gaping hole leading to the Inferno. The damage caused by the creation of this hole was what created the Ripped Wastes, and worse, souls would forever be sucked into the Inferno through this hole, any soul unclaimed by a god would wander aimlessly until it was sucked into a realm as full of pain as the Void is empty.
The ten monstrous creatures that now reside in the Inferno are known now as the Daemon Lords – Since their arrival, one has been slain (in part, see the Knight Entry), three remain utterly still and alien, and the remaining six are known as the Infernal Six.
The Shade Elves were driven a bit mad by the destruction of their realm. They came to worship the Void they had once used as a tool, seeing what they would come to call a “Divine Truth in Oblivion” or “Joy in Nothingness.”

The Shade Elves have skin as black as crude oil, with eyes a light violet or blue in shade. While some have hair the same color of their skin, others are entirely bald. The long ears of their race are often cut entirely off in a ritual of adolescence, making the Shade Elves look particularly eerie and menacing, especially with their narrow, pointed teeth.
Shade Elves are elves. This means they get a series of benefits.
They may choose the starting position for their first keep.
They get +50r a day. When they control three cities, and for every two cities they control beyond that, add +50r to this number.
They have Good morale to start. They can only go as low as Dismal.
They get an additional research a day (7).
They get 5 mages to begin with.
Shade Elves may select one Divine advancement at a time to research for free. So long as another free advancement is not in progress, they may select a divine research or building and initiate it without a cost in funds.
Shade Elves are untrusting of the other gods. Shade Elves may only ally with those who are either elf, worship the same god as them, or worship no deity.

Shade Elves worship Death or Oblivion.
Shade Elves start with 200r, 95 population, 5 magi, one Aelfric (lord), one character and a keep.
Shade Elves see a population increase every two weeks (14 days).
The Golden Riders of the Shining Plains

Said to be the most carefree of the races, the Sun Elves are making use of their eight-hundred years of life to explore romance, joy, sport and all of the finer qualities of life. It is rare to find a Sun Elf that isn’t smiling or laughing, something many other races take as a sign of weakness in mind or spirit.
The Sun Elves are not weak, however, though it is a rare Sun Elf that dedicates himself to a profession or particular skill. Over their eight hundred years of life, a Sun Elf experiments with just about everything, becoming adept at swordplay, archery, craft and much more. The only act that the Sun Elves are expected to focus in is riding – a Sun Elf child is trained to ride from the day he can sit up until his dying hours, when he is carried by horse to the wilderness and left to return to the earth.
The Sun Elves are a powerful foe, something largely due to the Golden Riders. The Sun Elves are tested at a young age, and those who cannot laugh so freely, or feel the burden of responsibility are recruited into the Golden Riders, to protect their people, their history and their future. Though their people aim for a life of luxury and joy, the Golden Riders patrol the borders of the Shining Plains, keeping the Sun Elves untouched by the evils of the surrounding world, often through force of arms.
With the rise in the power of the Infernal Six, and the civil wars of the Empire, the Golden Riders are growing increasingly alarmed, fearing for the happiness of their people. With the discovery of an untouched continent, they seek to establish a safe haven and move ther people to safety, to continue a life of joy and freedom.

The Sun Elves have a skin the color of polished gold, hair the color of wheat, and pale yellow eyes. Their hair is often grown long to blow in the wind, and a Sun Elf is rarely found far from his steed – an elf bred race of horses.
Sun Elves are elves. This means they get a series of benefits.
They may choose the starting position for their first keep.
They get +50r a day. When they control three cities, and for every two cities they control beyond that, add +50r to this number.
They have good morale to start. They may only go as low as Dismal.
They get an additional research slot a day. (7 total)
They get 5 mages to begin with.
Sun Elves begin the game with scouting.
Sun Elves get a second keep to start, placed in a random location.
Sun Elves, the Golden Riders, are known for their xenophobia. Extremely distrustful of other races, they may ally with only one non-elf player through the course of the game.

Sun Elves worship Fate, Nature or Power.
Sun Elves start with 200r, 95 population, 5 mages, one Aelfric (lord), one character and a keep.
Sun Elves see a population increase every two weeks. (14 days).
The Sylvani

The Tree Elves are strict adherents to tradition, the keepers of lore from the ancient times, they remain in the same settlements that they have lived in since the dawn of their race.
The Tree Elves have recorded time since the days when even the elves were at a loss for food, fire and shelter.
They record back to the Age of Dragons, when the Wyrms ruled the world, and the rise of the Tyrants in the Age of Tyrants. They speak of a long lost race of Titans, who appeared and disappeared in the span of time before the Dwarves came into being, of the creation of the Inferno, the Dwarven Civil War that followed, and the slaying of the Tyrants. The trees of the Tree Elf civilization are inscribed with this lore – runes that run up the trunks of every tree in the Verrin Forest.
The Tree Elves are not the cultured people that one has come to expect of the other elf races. Nearly feral in their intensity, Tree Elves are often naked, painted or tatooed in various patterns, and while they possess the tools of thousands of years of civilization, they disdain them in appreciation of Nature and the Natural Order. Tree Elves devoutly believe that the weak should be crushed to make way for the strong, as is natural selection. The only peoples they have formed a lasting friendship with are the Enchanters, though they grow wary with the recent troubles among humankind.
Tree Elf cities are built around the Hometree – a mighty tree like a massive oak, hundreds of feet in circumfrence. With a single acorn from the Tree of Nature herself, the Tree Elves can grow a fresh Hometree – something that proves useful as they move to claim the new Continent as Nature’s own.

Tree elves have skin the color of grass, hair that is a deep brown, and eyes that are an eerie and out-of-place bone white. Painted to camoflage them further, they seem almost ghostly when in their natural habitat.
Tree Elves are elves. This means they get a series of benefits.
They may choose the starting position for their first keep.
They get +50r a day. When they control three cities, and for every two cities they control beyond that, add +50r to this number.
They have good morale to start. They may only go as low as Dismal.
They get an additional research slot a day. (7 total)
They get 5 mages to begin with.
Tree elves take a full day to claim an enemy tile. They must move into a tile, and then remain still for one day to claim it. However, the tradeoff is that while within tiles they control outside cities, Tree Elves get +20% to troop defense. This applies only to enemy tiles – unclaimed tiles are taken as normal.
Only one Tree Elf city may be built each week, while the Hometree grows. In exchange, their cities are automatically razed when conquered. (enemies cannot use cities the Tree Elves built). This applies only to cities the Tree Elves built.
Tree Elves may select Shamanism as an alternate route without paying the initial cost to unlock it.

Tree elves either worship Nature or go the route of Shamanism.
Tree elves start with 95 population, 5 mages/shamans, 200r, one Aelfric (lord), one character and a keep.
Tree Elves see a population increase every two weeks.
Mydran Warriors of the Saurian Jungles

Some four hundred years ago, when the Empire first discovered the Saurian Jungles, a fleet of expeditionary ships was knocked off course by the work of malevolent spirits, and crashed on the southern end of the Jungle Penninsula.
The Mydra – a small race of bear-like goblinoids in the region – formed an alliance with the lost humans. Over the course of seventy five years, these shipwreck survivors came to adopt the mindset and practices of the Mydra, partially out of respect for their allies, and partially due to their disconnection from the Empire, which had governed their attitudes and actions for their whole lives.
The shipwreck survivors came to grow addicted to a Mydran brew, which produced a surge of energy and several hours of frenzied activity, in addition to streams of hallucinations that could extend for days. Over the years, they lost all traces of their history in the Empire, something very much the fault of the Mydran brew, which causes memory loss and brain damage in humans.
Almost one hundred years after the wreck, the now savage and intoxicated wreck survivors decided to adopt the final practice of the Mydra – in short, the females would lead, and the men would serve. The men were overwhelmed in their sleep by an attack from the women of the camp, and had their arms and legs rendered nearly useless by deep cuts into muscle tissue. The women led the entire camp, (some forcibly) into the Mydran homeland. Since, they have crossbred into a more ferocious breed of human, and have started expanding outwards, along the eastern edge of the Saurian Jungle Coast and up into Empire territories. They adopted the title ‘Amazon’ from the Mydran folklore, and seek only the thrill of combat, conquering and intoxication.

Amazons stand six feet tall, and bear the weight of muscles earned through a lifetime of strenuous exercise and combat. Camoflaged to blend into the background, Amazons paint their bodies in dyes, tattoos and warpaints to blend in with whatever their surroundings might be. They are a frenzied people, almost perpetually drugged by alcohol or Mydran brew, but capable of near-comatose states of utter stillness while they wait in ambush, a benefit of their Mydran blood.
The Amazon men are pitiful creatures, treated as little more than cattle. They are never told how to talk, and are mutilated at the age of ten, with a deep cut into the forearm, thigh, and the removal of both their tongue and half of their manhood. To silence the muted grunts and cries for attention, the Amazons tend to keep their men drugged on herbs and Mydran medicines, leaving them to seizures and to froth at the mouth in unconsicousness.
Amazons begin with stronger military strength. (Troop strength 2).
Amazons may raise troops in any tile they control, not just cities. If they raise troops in this manner, they raise half of the amount their tactics would allow, but do not suffer from unreadiness.
Amazons make good shamans. They get the level 1 shamanism upgrade and an Idol immediately if they decide to pay the cost for Shamanism and go that route.
Amazons are primitive.
Amazons may not upgrade to Nations or Empires. The researches that would unlock these do nothing.

Amazons start with a population of 100, 100r, one lord, one character and a keep.
Amazons see a population increase every six days.

All over the world, there are barbaric tribes of humans – those who have resisted the trappings of civilization and pursue a simpler path. They exist in all climes, from desert to island to mountains or frozen tundra.
The Barbarian tribes tend to follow a similar path to glory. Most name themselves after a ferocious beast native to their area, such as the “Bloody Lion Clan” or the “Clan of the Behemoth’s Horn”, and nearly all worship War.
The most powerful clans currently in existence are “Hyrak’s Fangs”, in the far west, holding power over the entire frozen west; “Clan Dragon Skull” in the southwestern Saurian Jungle, waging an almost endless war against the Amazons and Saurian; and the “Ravagers of Manskull”, who are a recently emerging band of savages from the Empire city, those who were driven mad by recent events.
The Ravagers are of particular interest to people of the day, as they are barbarians who decended from civilized people. Their recent actions are probably the most devastating among the series of events against the Empire – they have caused casualties in untold numbers, and are destroying the Empire from within.
While these three nations number upwards of a few thousand, most barbarian clans rarely exceed a few hundred in number. They tend to seek battle with an almost religious fervor, and give little heed to their own welfare. Most barbarians die a glorious death, taking down numerous opponents with them, or suffer a lethal blow as a fellow Barbarian swings his sword a bit too far back, and strikes his companion.
Barbarians tend to gather trophies – mementos of great moments in battle. The greatest barbarians tend to gather the body parts of the greatest foes they have defeated, and these objects can become almost a currency among their people – each one gathers a story, and is traded among people for goods or services. In respect to their leaders, barbarians gather these trophies from the bodies of the dead to give to their leaders. In a sense, they return the essence of their allies to the clan.

Barbarians are tremendously powerful physical specimens, standing above and beyond the other humans in terms of raw power. Though the method depends on the clan, nearly all barbarians have a method of personal decoration and trophy gathering.
Physical decoration lets the barbarian show how truly fierce he is. By etching patterns into his skin with a knife, tattooing marks into his skin, or putting piercings throughout his body, the Barbarian marks himself as one who can bear pain. Barbarians of many different tribes have been known to go utterly berserk when a decoration is damaged by the strike of a foe or accident.
Barbarians also gather trophies – some clean the bones of their enemies and wear them, others string dismembered extremities into necklaces, and still others have ornate racks mounted on their backs, with the body parts of their greatest foes hanging from them. To a Barbarian, these trophies are a sign of value – a Barbarian with trophies is both powerful and wealthy. Though they do not readily admit it, these trophies are often traded among one another in secret, for food or favors.
Barbarians are exceptionally strong. (Troop strength 2).
Barbarians are believers in glorious death. For each barbarian of yours that falls in battle, add +10r to your funds.
Barbarian keeps are simple to set up, and are built in 1 day.
Barbarians are primitive.
Barbarians cannot research anything over level 3, except for Military advancements

Barbarians worship Power, Nature, War, Death, or Dam’pth.
Barbarians start with a population of 100, 100r, one lord, one character and a keep.
They see a population increase every six days.
The Horse-Man Savages

Centaurs benefit from greater military strength. (2)
Centaurs may move twice in a round, ignoring standard scouting rules.
Centaurs replace Civics:Scouting with ‘Trample’. ‘Trample’ gives the centaurs +5% charge damage a level, in addition to the territory gathering abilities of Scouting.
Centaurs are a leaderless society. This has a few impacts on their people.
They are immune to assassination attempts and spells that would target characters & lords.
In place of ‘Leadership’, centaurs get ‘Hunt’. Hunt grants the amount invested in the research +75r. (ie. Level 1 hunt costs 50r and gives out 125r).
Centaurs get no characters over the course of the game.
Centaurs are primitive.
Centaurs are terrible magic users and get half the mana that they should.

Centaurs worship Power or War.
Centaurs start with a population of 100, 100r and a keep.
Centaurs see a population increase every six days.
The Horse-Man Savages

Centaurs benefit from greater military strength. (2)
Centaurs may move twice in a round, ignoring standard scouting rules.
Centaurs replace Civics:Scouting with ‘Trample’. ‘Trample’ gives the centaurs +5% charge damage a level, in addition to the territory gathering abilities of Scouting.
Centaurs are a leaderless society. This has a few impacts on their people.
They are immune to assassination attempts and spells that would target characters & lords.
In place of ‘Leadership’, centaurs get ‘Hunt’. Hunt grants the amount invested in the research +75r. (ie. Level 1 hunt costs 50r and gives out 125r).
Centaurs get no characters over the course of the game.
Centaurs are primitive.
Centaurs are terrible magic users and get half the mana that they should.

Centaurs worship Power or War.
Centaurs start with a population of 100, 100r and a keep.
Centaurs see a population increase every six days.
The Scavengers

Basic idea: Gnolls were created by Om as the counter to the Lupians. Shortly after the Lupians were exterminated, the Gnolls released the Draconian race from a very long hibernation. The Draconians killed the Gnolls leader that was devout to the Daemon Lord Yago’Sum, and now the Gnolls are developing into a more ‘honorable’ nation… while a nation that practices slavery and cannibalism, it’s still better than it was.
Gnolls have slightly stronger troops. (Troop strength 1.5)
When Gnolls attack a keep, they automatically claim all uncontested tiles adjacent to that keep, and start starving out the enemy.
Gnolls replace Enterprise with Slavery. With a level in Slavery, the Gnolls get +3r/day for each captive they have. Each additional level adds +2r/day to this number, and adds to their ability to take slaves.
Slaves are taken when the Gnolls either capture from an unguarded population, as plunder for taking a keep, or when they beat an army with overwhelming strength (at least double the defending army’s strength, with less numbers required for increasing quality of slavery). Gnolls cannot take more slaves at one time than half the number present in the attacking army.
Gnolls take attrition damage at half the rate.
Gnolls are resistant to plague as though they had +3 levels of Medicine.
Gnolls are cowardly, and unless they have excellent or higher morale, will flee when outnumbered. While Gnolls are good at fleeing, (and take half the damage they would when retreating), they scatter to any adjacent and unoccupied tiles when they do flee, dividing into smaller groups.
If the Gnolls are prompted to flee and have no unoccupied, adjacent tiles to flee into, they cower instead, setting themselves to a temporary morale of abyssal and dealing half the standard damage.
Gnolls are primitive.

Gnolls worship either Power, The Skull of Om, or Yago’Sum.
Gnolls start with 100 population, 100r, one Bitch, one character and a keep.
Gnolls see a population increase every six days.
The Clans of the Goblin King

When goblins attack, they get a temporary morale increase of one step for every 100 troops present. This increase lasts until the end of that battle.
Goblins are weak. (Troop strength .6)
Goblins are Primitive.
Goblins aren’t very helpful. Two characters have to work in the same building to get a building increase of one.
Goblins aren’t very loyal. They have double the standard chance of mutiny or riot.

Goblins worship War or The Skull of Om.
Goblins start with 150 population, 100r, one lord, one character and a keep.
Goblins see a population increase every three days.
The Foulwing Murders

Harpies fly.
They ignore rivers and such terrain that would impede movement.
They take no damage while retreating.
They may choose to fly over enemies rather than engage them in battle.
Enemies get half of the normal city defense bonus when facing flying enemies.
Harpies have a chance to initiate plague among troops they attack.
Harpies are immune to poison and disease.
Harpies require captives to breed with, or get nothing during population increases.
Harpies are primitive.

Harpies worship Nature, Death, The Skull of Om or Yago’Sum.
Harpies start with 100 population, 100r, 1 lord, one character and a nest (keep).
They see population increases every six days, with the requisite conditions above.
The Skulkers of the Underlands

Kobolds get many population increases, therefore many characters, which is a sizeable benefit on it’s own.
Kobold Keeps are ‘Dungeons’ instead.
Defenses is replaced by Fortify – each level adds 10% to the defense of all kobolds within the city. This number is fixed, and applies even if there are no troops to defend the city.
The Dungeon is not plunder-able.
The Kobold Lord, if present, may attempt to collapse the Dungeon. The chance of collapse is 10% +5% per Study and Fortify research. Failed collapse means this method may not be tried again for 5 days. Successful collapse means the Dungeon and every troop in that tile is obliterated.
While these rules do not apply to keeps the Kobolds seize, they may pay 200r and take three days to convert a Keep into a Dungeon. Note that only Kobolds can reside in Dungeons – they can’t perform this conversion for others.
Kobolds start with Subterfuge level 1.
If Kobolds opt to use Sorcery, they get +1 sorcerer with each population increase.
Kobolds are very weak. (.4 troop strength).
Kobolds are fearful, suffering a temporary morale loss whenever confronted in battle. Each Kobold character present gives them a 25% chance to resist this. This resistance to fear is boosted by a Town Hall (
Kobolds are Primitive. They possess the potential to pass this hurdle with a 500r research. (after this is paid and two days pass, Kobolds lose the primitive rule).

Kobolds worship Fate, The Skull of Om, or any of the Infernal Six.
Kobolds start with a population of 150, 150r, one lord, one character and a dungeon. They see a population increase every four days.
The Broken Titans

Ogres are tremendously strong and tough, putting the strongest of the other races to shame. (Troop strength 5)
Ogres replace Scouting with Muscle. Muscle adds +.5 to troop strength per level.
Ogres replace Expansion with Clout. Clout adds +.5 to troop strength per level.
Ogres replace Resources with Might. Might adds +.5 to troop strength per level.
Ogres are primitive.
Ogres are too simple to use Subterfuge.

Ogres worship War, The Skull of Om, Dam’pth, Ahgorn or Makoor.
Ogres start with 25 population, 100r, one lord, one character and a keep.
Ogres see a population increase every six days.
The Kings of the Savages

Orcs start with strong troops. (Strength 2)
Orcs see a temporary one-step morale boost while they fight.
Orcs are especially good at plunder, getting double the chance to collect each thing in the keep. (not just a few different things)
When morale is below normal, there is a chance (5% per step below normal, per day) of infighting and casualties among the ranks of the orcs.
Orcs are primitive.

Orcs worship either War, Power, Dam’pth or The SKull of Om.
Orcs start with 100 population, 150r, one lord, one character and a keep.
Orcs see a population increase every five days.
The Lizardmen of The Everburning Flame

Salamanders are creatures of high emotion. They see morale changes in twice the number of steps as usual, good and bad.
Salamanders start with sorcerers, get twice as many with each population increase as normal, and get a bonus to their magic:power of two levels.
Salamanders start with access to two general magic spells of their choice, as sorceries.
Salamanders are primitive.
Salamanders get “Rage” instead of Tactics. Each level of Rage lowers their troop defense by .5/level, but increases their troop strength by 1.5/level when their morale is ‘paragon’.

Salamanders worship the Elemental King, War or Dam’pth.
Salamanders start with a population of 94, 6 sorcerers, 100r, one lord, one character and a keep.
They see a population increase every eight days.
The Lizardmen of the Fetid Jungles

Saurian are cold blooded. They have a 50% resistance to every morale change.
Saurian start with a special building – the Spawning Pool. Between each population increase, the Saurians may pay 100r for any of the following to be applied in their next population increase.
+.5 troop strength. This may be chosen more than once.
5% resistance to enemy magics. This may be chosen more than once.
Regeneration – The lizardmen heal as though half their number were clerics.
Smarter – +1 research/day. This may be chosen more than once.
Sorcery – unlock sorcery, get +1 sorcerer a week. This may be chosen more than once.
Saurians are strong warriors (Strength 2)
Saurians are considered to have a base strength 3 in terms of recieving damage.
Saurians make good shamans, and get +5 shamans if they pursue that route.
Saurians are slow to adapt. Buildings do not count towards their total number of researches. They must always research all five subcategories to level up a particular category.
Anyone who plunders a Saurian keep gets an additional 250r in plunder from sacred treasures the Saurians dare not sell.
Saurians are primitive.

Saurians worship Nature or the spirit world (shamanism).
Saurians start with 100 population, 150r, 1 character, a lord, a spawning pool and a keep. They see a population increase every eight days.
Frog Servants of the Drowned Lady

Toda are reptilian, and have a 50% resistance to all morale changes.
Toda replace Religion with Slavery. With a level in Slavery, the Toda get +3r/day for each captive they have. Each additional level adds +2r/day to this number, and adds to their ability to take slaves.
Slaves are taken when the Toda either capture from an unguarded population, as plunder for taking a keep. Toda Clerics are adept at reviving wounded foes and enslaving them – Toda may opt not to heal their troops, and take a number of slaves equal to half the number of Toda Clerics present, plus one for each level of Slavery (up to a number equal to the number of Clerics present).
Toda get a free act point each week so long as they have slaves.
Toda can move over water as though they were moving overland at half the normal speed.
Toda cannot upgrade a major research category to a level unless they have a number of cities equal to the level they are aspiring towards.
ie. If they want to get to level 2 in military, science, or magic, for example, they would need two cities. Being able to purchase level 10 researches would require ten cities. If they lose a city, and find themselves with researches over this limit, there is a 20% chance for each relevant research to be lost.
Toda are primitive.

Toda worship the Drowned Lady.
Toda start with 100 population, 200r, one lord, one character and a keep.
Toda see a population increase every eight days.
Worshippers of the Infernal Six

With the loss of the Empire Monarchy, many lost faith in the Emperor as a ‘Divine being’. While some who were once devout and patriotic worshipers of the Emepror turned to the Church of All, others (particularly adolescents stifled by a life of forced worship and order) turned to the Cabal. Once an underground cult of those who claim to ‘use daemons as tools’, the Cabal has bloomed into a nation in its own right.
Cabalists are humans that seceded from the Empire. They tend to have fair skin, and their hair is either black or dyed a color appropriate to the daemon lord they pay homage to. Those who prove themselves ruthless, cunning and capable are made into Deacons… and in time, those who can withstand the taint of the Daemonkin become Archdeacons.
The Cabal lures people to it’s practices by claiming that they do not worship the Daemons, but use summoning circles and contracts to protect them from the creatures, and use them as tools. This is, of course, entirely false. Once surrounded by cult members, initiates inevitably discover the truth, and find themselves far away from anyone they might turn to. The temptations of daemonic worship inevitably consume the initiates, and they become full fledged cabalists.
Cabalists are dedicated to the pursuit of Diabolism, and when they research a Diabolism spell, they may select a General Magic spell of the same level or lower to get for free.
Due to their parallel pursuits of magical control over daemons and their worship of the Daemon lords, Cabalists get a level of specialization whenever they research the same level of religion, or vice versa.
When they have either magic or divine at level 5, the Cabal may spend a total of 1,000r and make an appropriate sacrifice to their Daemon lord (approx. a level 5+ sacrifice) and sacrifice 10 of their population to summon a Daemon.
Daemon lords are not kind gods, and each Daemon lord the Cabal can worship requires one sacrifice a week, or he/she/it/they will become hostile and actively work against the good of the Cabal until the next week. A sacrifice is either the Daemon Lord’s favored sacrifice type or the sacrifice of 15 living beings. Sacrifice of one’s own population causes a morale drop of one step.
The Cabal is the only religion-focused race with clerics that cannot heal or slow attrition damage.

The Cabal worship the Infernal Six. These six daemon lords are:
Dam’pth – The daemon lord of destruction
Iska – The daemon lord of indulgence
Ahgorn – The daemon lord of apathy.
Khraska – The daemon lord of horror
Makoor – The daemon lord of consumption
Yago’Sum – The daemon twins of ruination

Cabalists start with a population of 100, 200r, one Arch-Deacon, one Deacon and a keep.
Cabalists see a population increase every week.

Insert the Dominion. They own a relatively small amount of land compared to the Empire, yet hold their own against their long time enemies.
The Dominion is the creator of many of the world’s greatest monuments. They need only 75% of the resources (both in time and money) to build a wonder. Round down to determine the right numbers.
The Dominion gets a discount of 50% on the cost to upgrade keeps to empires and empires to nations.
The Dominion gets the study chance of expedient construction for each building, not for buildings as a group.
The Dominion get +25r/day for every city they control.
The Dominion marks its territory as their own, and by the will of the God of Power, the lands they control become hostile to whomever might intrude upon them. Storms, wild animals and the spirits all plague intruders on Dominion territories – an enemy that claims Dominion territory starts taking attrition damage. If they already are, the amount of attrition damage accelerates. This is a cumulative effect- taking numerous tiles over the course of several days is a very difficult task.
The Dominion believes in quality, not quantity. They may control only six tiles for every keep they control, eleven tiles for every empire they control, and sixteen tiles for every nation they control. (ie. the tile the city is on & five more, ten more and fifteen more, respectively). If they claim a fresh tile and go over their limit, a tile they once controlled is lost to them.
The Dominion cannot research Resources.

The Dominion worships Power.
The Dominion starts with 100 population, 200r, one lord, one character and a keep.
The Dominion sees a population increase every week.
The Waking Legacy

The Dragons were said to be the original rulers of this world, more intelligent than the cliff elves or erudite, stronger than a hundred ogres, and more cunning than the faerie.
Due to some long forgotten calamity no surviving Dragon will speak of, the Dragons began to die out. Fearing the extinction of their race and the loss of a millenia of gathered knowledge, the Dragons used magic to cross their ‘superior’ blood with that of the fledgeling elves, and created the Draconians. Dragon-men that could carry on the legacy of the age of dragons.
Now, the Dragons eventually found a solution to the problem that made their numbers dwindle from thousands to dozens, and the race they had created was now said to be a living mockery of the pure dragons. The draconians were put into a deep hibernation, a resource to be brought forward when needed again.
Thousands of years later, the Gnoll Bitch Queen Arrgya-Yaga led the Blackmange Clan to capture the Elder Dragon Rendensen for use in war, and discovered a chamber where ten sleeping Draconians slept. Thinking she could corrupt this species as she planned to corrupt Rendensen in the name of Yago-Sum, Arrgya-Yaga woke the Draconians, only to discover the thousands that soon awakened in the adjacent chambers.
The Draconians are new to all aspects of the world, and are slow to get going, though they possess a sizeable portion of the potential and capability of their Draconic parents.

A Draconian has the lower body of a dragon, reptilian with four taloned feet and overlapping palm-sized scales. The Draconian is shaped like an elf from the waist up, though he has the same scales, a pair of stunted wings, taloned hands and a face covered in pebble-sized scales, with a mouth full of triangular fangs.
Draconians have slightly stronger troop strength to start (2)
Draconians pay 125r for all researches and pay 200r for all buildings and each building upgrade.
Draconians are reptilian, and have a 50% resistance to morale changes.
Draconians are slow to expand, and they must pay 450r for each city or city upgrade.

Draconians worship Fate, Death, War, Nature or Power
Draconians start with 100 population, 600r, one lord, one character and a keep.
Draconians see a population increase every nine days.

In this world, not all creatures are formed of flesh and blood. The Efreet are formed when large amounts of mana, strong emotions and a very strong presence of a particular element gather in one area. Formed of virtually any type of matter or energy in this world, Efreet are elementals that have developed independence from proximity to strong emotion – great celebration, travesties, disappointment or fear become personalities, wit and wisdom in combination with immense magical energies.
Efreet have been known to establish kingdoms around the world – the Efreet of Clouds founded Ghaelekeep in the midst of the Empire, while the Efreet of the Inferno formed Cinderstone Castle on the southeast islands by orc territories. The Efreet like to state they are as diverse, if not more so, than the ‘flesh races’, but they are far more unified in their traditions and manners of acting than they think. Efreet are known to be arrogant, elitist and distant, choosing not to soil their hands by spending any time with the ‘filthy’ races of flesh.
The Efreeti are gathering far more now – the rise of the Draconians and the breaking of the Time Stop spell that bound them resulted in a massive surge of mana through the world. Recent events within the Empire and other lands has resulted in a massive surge of emotion, so the last component for the formation of the Efreeti people is a strong concentration of energy or an element.
Efreet do not propogate normally. They spend 10 mana to create a new member of their population.
Efreet have the option of spending 300 mana to create a new keep instantly.
Their affinity with mana allows them to wield the most basic spells with ease. When Efreet gain access to a new level of magic, they gain all General Magic spells of that level.
Efreet get 1 mana a day for every 5 efreet in their population.
Efreet are moderately fragile creatures, formed of mere mana and shells of an element. (troop strength .8 )
When a dispel magic, abolish magic or annihilate magic spell is cast on them, Efreet suffer damage as if hit by a strength 10 effect. This applies only once every two days.

Efreet worship the Elemental King, any Constellation or Nature.
Efreet start with 100 population, 200r, one lord, a character and a keep.
Efreet see no regular population increases.
The Dark Fellowship of Sorren

The Fellowship starts with Subterfuge level 1.
The Fellowship may pursue subterfuge researches without having to advance in civics to meet the requirements.
The Fellowship gets +5 thieves with every population increase, provided they see an increase of more than 25.
The Fellowship is especially adept at criminal activity and bribing officials. Enemy Security advances do not reduce Fellowship subterfuge chances.
When the Fellowship reaches level 4 subterfuge, they are informed of all acts of subterfuge by their foes.
The Fellowship is not a militant race. They raise troops at half the rate.
The Fellowship is not very religious. They cannot build Temples or Shrines.

The Fellowship worship Fate.
The Fellowship starts with 100 population, 200r, one lord, one character and a keep.
The Fellowship sees a population increase every week.
The Savage Hordes

In this world, there are innumerable savage races, driven by a thirst for battle, destruction and razing. Some have gathered and multiplied into numbers large enough that they can be considered a full fledged race, such as the orcs, goblins and gnolls. Other races exist in small numbers, crossbreeding with other small groups, lurking in the wild to harass travellers and explorers and kidnapping small children that stray too far from home.
But sometimes a figure will stand above the rest, a warrior of such reknown and power that he commands the respect of these savage species, and draws their attention. With a single savage scream, this figure brings the promise of widescale slaughter and destruction, of a war that will never be forgotten. With a single savage scream, this warlord can gather each of the savage races together into the Legions.
The last Legion to appear was one hundred years ago – an Ogre Shaman named Grim-Eye gathered the goblins and Kobolds of the Barastar Mountains together into an army, and used this army to seize the orc tribes of the southeast. Once he had this army amassed, the ogres, minotaurs & gnolls of the surrounding regions were drawn to this massed army. Grim-Eye’s attack resulted in the genocide of the Lupian race. Since the War of Wolfskull, it has been said that no Legion comes into being without the very face of the world changing.
The Lord of the Legions is a ‘Warlord’ with a few special rules.
He/she has a physical power of 20.
If he/she would be assassinated or affected by a spell, there is a 50% chance the Warlord uses his Subordinate as a body shield, having the Subordinate be affected instead.
If the Warlord is killed, half of the Legion immediately turns neutral and moves towards the center of the map, where they wander, divide into smaller armies, attack anyone that present themselves, and suffer attrition damage each turn.
If the warlord perishes, then three days pass before a new warlord rises to take control, and this warlord has 5 less power than his predecessor. (if the warlord is slain enough times that his power that would be zero, the Legion is disbanded).
Rumors of a Legion marching to war draws more savage creatures from the wilderness to join the army. Each day that the army kills foes, add a number to the attacking army equal to the number of tiles controlled by the Legion player.
The actual army is composed of creatures as small as the Kobold and as large as the ogre. A Legion army has it’s troop strength determined at random (1-6, minus .5, plus the standard benefits of researches & such).
Managing this army is a difficult task, even for the powerful warlords that rule them. Each group of 50 or less men must be led by a character.
After the first week, if the Legions player does not kill a number of foes each week equal to a tenth of their number, then they take a 2-step morale drop.
The Legion is primitive.

The Legion worships the Incarnation of War.
The Legion begins with 75 men, 100r, a Warlord, a character and a keep.
The Legion sees a population increase every four to seven days, determined at random.

For centuries, the small Shirefolk have dwelled among the humans of the Empire, or on the fringe of the Empire culture, enjoying the diversity and quality of life among these people. With the recent uproar in the Empire culture, the Shirefolk have picked up and quietly moved further and further from the dangerous situation.
Shirefolk are a small race closely related to mankind, standing five feet tall, appearing much like human youths, with tan skin, hazel eyes and simple clothing. Shirefolk are a race heavily infected with the Empire’s curiosity and desire to explore, though they claim they are the ones who originally possessed this quality. With their old home tainted by the ugly politics and disappointment in regards to the Emperor himself, the Shirefolk seek a new home as good as the last, though the Shirefolk and all who know them suspect that they will never find it.
Shirefolk have become a nomadic race in recent times, and possess the ability to move their keeps. A keep takes one day to dismantle into the tents, ramparts and various components, and cannot benefit from scouting in terms of moving to its destination. It takes one day to set up after its completion. While being dismantled, moved and set up, the Shirefolk keeps are considered nonexistent, as are all buildings within them.
Shirefolk can also move buildings from keep to keep in this manner.
Shirefolk are a people of good cheer, and start with Excellent morale.
They remain reasonably close to their old neighbors, however, and if they ally and trade with them, both Shirefolk and Empire get +15r/day from trade. This extends to the point that Shirefolk tend to be placed close to their Empire allies.
The easily moved keeps are not as sturdy as buildings heavily fixed to the ground, and Shirefolk effectively have defenses zero in terms of comparing to enemy siege, and offer only half the defensive bonus one might expect.

Shirefolk worship either the Emperor or the Incarnation of Nature.
Shirefolk start with 100 population, 150r, one lord, one character and a keep.
Shirefolk see a population increase every seven days.
The Relentless Beasts of Nature

Nature is the deity of creation, she even created the other gods, and now the upstarts believe themselves to be her equal. So she created the Trolls to plague the other races, ferocious, near-unstoppable creatures.
Trolls are capable of healing even the most dire flesh wounds. After a battle concludes, trolls begin restoring their numbers, and 10% of those who died come back over the next five days (up to 50%).
If a Lord or Character dies, there is a 75% chance that lord or character returns to life the following day. In the case of a dead lord, this means that often, a Troll Lord will only be out of commission for a day.
Trolls have great military strength. (2).
Trolls have a natural weakness to unnatural things. When they take damage from a damage dealing spell or divine act, a particular Trolls army loses its regeneration ability for the next two days.
Trolls take extra damage from damage dealing spells.
Trolls are primitive.

Trolls worship Nature.
Trolls start with 80 population, 100r, one lord, one character and a keep.
Trolls see a population increase every six days.


The Wargame Wolfshui Wolfshui