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GUARDIANS OF GOOD!

DEFENDER OF INNOCENTS: PHYSICAL

Bulwark: Your might is a wall against evil, and none shall pass while you guard the bridge! (or gate, or whatever.) Basically, if you can channel the enemy into a narrow approach towards you, you are very skilled at holding them off. Winged: You are blessed with the wings of an angel, and can soar to great heights and fast speeds. Arm Of Justice: You have the upper body strength of a god! Well, not literally, but seriously man, how did you get those guns without steroids? Weapons Master: You have been raised or trained with practically every weapon under the sun, and are at the very least proficient with them, if not a total master, which in some cases, you are. This can be taken up to three times. Dance of the Bee: To see you fight is as if we are watching a dance. Your grace and poise during duels are of utmost importance to you, and you run circles around your clumsy barbarian opponents, stabbing out with a Touche! at their Achilles heel. Strength of the Oxen: You can carry loads that would break other men, and carry them quite a distance as well, although not particularly fast. Swiftness of the Gazelle: Holy cow! You sure know how to move your butt from point A to point B in as little time as possible! You can sprint with the pros. Grace of the Panther: Simply put, you are a solid fighter, your body toned while not looking overly muscular, and probably look really good with oiled skin and a loincloth. This counts for intimidation as well as pure fighting talent. Might of the Bear: Wether you look like it or not, you have so much power built up inside you that you could squeeze a man in plate armour with a bear hug and crush him like a tin can. Endurance of the Wolf: Running twenty miles? Ha! Thatll only warm you up, then you can really get into your stride! Eye of the Eagle: You are a superb archer and able to put a bodkin arrow through the eye of a minion of evil at 400 paces comfortable, but the closer they get the worse the aim in favour of a higher 'rate of fire' though you might run out of arrows quickly.

Spirit of the Fish: Water is your friend. While no one can swim in a full suit of armour, even when lightly burdened you can at least keep afloat and move yourself forward, and while unburdened you might be mistaken for a fish. Skill of the Monkey: You can climb, and climb really well. Trees, cliffs, buildings, ladders, stepladders, it doesnt matter, its all the same to you. Step of the Cat: Sneaking around quietly, sneaking up on the enemy camp, quietly taking the captives you need to bring to justice, and quietly getting out again without a fight is your goal. And you have practiced well. Cats would be surprised at how light your step is. This requires an immense amount of physical concentration to pull off though. (Required physical status of 9 or higher) Armour Expert: Defence should never be overlooked, and you are defiantly not one of those people who has a very impressive looking and totally useless metal bra. Unless its covered by a full suit of plate and chain mail. And you know how to move around effectively inside such a heavy suit. Shields and their uses are also no mystery to you; in fact, you may use your shield more for offence then your actual weapon! Survivor: You are an expert wilderness survivor, and are able to track and hunt, know what types of plants are edible, where to find water and shelter, and other survival skills needed for the wild. Painless Combat: The gods bless you with the ability to completely ignore your sense of pain until after combat. After that, though, if youre wounded, prepare for a shock. High Metabolism: You stay fit with no real effort, and recover from alcohol and non-lethal poisons faster then other people. You also have a slightly higher reaction rate and reflex speed, although not by much. Centaur-Born: Weather you were born as one or turned into one by some way, you have the torso of a man and the body of a horse. This means you are really tall, stronger, faster, and have sharp hooves to kick with. Unfortunately that horse body is hard to armour totally, even horse armour usually leaves gaps. Martial Artist: Weapons? Who needs em? You ARE a weapon! (Can be taken up to 3 times.) Celestine: You are born of the heavens and mortal both, a bridge between the worlds of light and mortal hearts. You are a beacon of hope for the future, stronger and more powerful than any normal mortal. Beautiful: Youre not just pretty, or handsome, you are, and can only be described as extremely beautiful. Your people talk about your beauty and ability to entrance your followers into whatever you want with a simple word. Voice of Honesty: Your words spill like honeyed wine entrancing any being of good who listens to them with almost trance-like quality. You can sway and convince most people that your way is true and powerful. Therianthropy: (REQUIRES: Physical 5) You are able to change your own shape to a limited degree. A therianthrope can change into a creature of similar mass to themselves, you may take Therianthropy up to three times, each time gives you one extra form. Your transformations are subject to approval (and outlined in the description), eg: If you do not have the Wings trait, none of your shape-shifting forms cant have wings either. Animal Magnetism: You have something that animals are attracted to, you probably have an animal companion, or your mount is an unusual beast *not if Centaur*, either way. Animals are drawn to you, of course, the evil ones try and tear your face off but thats ok.

DIVINE GIFTS: MAGIC

SMITE EVIL!!: You pray to your gods, and they grant you a holy hand grenade! Ok, not really, but you can use divine power to charge an object with pure good energy, and that is unhealthy for anything evil like that diabolical killer rabbit over there. Magic Number: Got a lucky number? Get a god to bless it for you, and if you invoke this spell, the GM (that is, Kad, or a Co-GM he might appoint) rolls a dice, if you get your number you win! And the more sides you choose for your dice, the bigger the reward if you win. (you choose the number of sides on the dice) Healing Hands: Simple, you can heal wounds at a touch. Watch where you put those hands, though, mister, otherwise youre looking at a sexual harassment charge. Revive: While it cant bring things back from the dead (that smacks of necromancy), near-death victims can be totally reconstituted. At a cost. This spell is tiring to preform, and needs a small gemstone to work, so it costs money as well. Tunnel of Travel: A spell that calls on the gods power to create a wormhole-like tunnel in spacetime that can bring you anywhere within youre skill levels distance, basically a teleportation spell. Holy Aura: A projected aura of light that gives hope and energy to the pure of heart and damages those corrupted with wickedness. Mesmerize: This spell stuns others with how good you are, leaving them unable to talk or move as long as you keep eye contact with them. That means you cant blink. Guidance of the Gods Chosen: Siphon off some of your own combat or magical skills for a short period of time into someone else, or a small group, so they can fight back with some semblance of decency. Purify Toxins: You can purify poisons from food, drink, or body, and get rid of diseases too. Unfortunately, sometimes the toxin actually leeches out of whatever youre purifying, so be careful not to get the toxic droplets on anything important. Break: Cause the clouds to part and light to shine down on the battlefield, emboldening the good and demoralizing the evil. This can only be used during the day when the sun is out, though, and obviously cant be used in caves or anything like that. Summon Cherubim: The Cherubim are capable messengers and spies, though they dont look babyish like many believe. Indeed, they stand as tall as a man and have a pair of magnificent wings and Angel. But their tongues are silver and they can spin a web to enrapture anyone they wish to interrogate. You get four Cherubim for every point in magic you have. Summon Angels: The Angels are the Soldiers of the Shining Realm. Seven feet tall with a wingspan of nearly twenty-five feet they are armoured in faith and carry gods wrath in their right hand. Though this is less metaphor and more fact. Their blades are said to be capable of piercing any unholy armour, and yet it is said that should their blades drink the blood of an innocent the Angel will fall into damnation. Each point in magic gives you access to 20 Angels. Summon Archangels: (Requires: Angels)The Archangels are greater angels, standing a foot taller and possessed of four wings they are sublime warriors and carry great holy bows, though it is said that like an Angel should an arrow from an Archangels bow strike an innocent they will be cast down. Each point in magic gives you access to 5 Archangels.

Summon Seraphim: (Requires: Archangels) The Seraphim are the mightiest soldiers of the Divine Realm, these six-winged angels are huge and powerful, counterparts to the Higher Daemons of the Infernal Plane. They and only they are permitted to strike down innocents in the quest to destroy evil. But even that permission has limitations. For every TWO magic points, you get 1 Seraphim. Heroic Sacrifice: The big one, when you are all that stands between the town and hoards of marauding evil forces. Put yourself into a near-death state to become a demigod, representing the purest of the pure. This only lasts for a mere thirty seconds, this spell is ONLY to be used when you have ABSOLUTELY no other option, and even then, the God you are trying to channel has to agree with you on wether the situation is dire enough for such a drastic measure. You probably wont survive casting this spell, but hopefully you will be able to save the townspeople from a fate worse then death. After you die, youll probably be given a chance to talk to the Gods about a reincarnation, if you have unfinished business. Its still iffy though, Gods are notoriously temperamental. Banish Undead: Exactly what it says. This will get rid of that nasty zombie problem you have. Summon Faithful Animal Companion: Your pet, who you have raised with your very own hands and care for just as much as any of your friends and family, can be at your side in the blink of an eye. Oh, yeah, did we mention that you have a faithful animal companion back home? Evil Exorcism: Sometimes evil forces take over the minds of the innocent, corrupting them and bending them to their will. This spell will counter that. Sometimes. (25% chance of curing a corrupted mind) Confuse and Confound: Evil cannot comprehend Good, so this spell will introduce its evil targets to a rather confusing effect chosen at random by whatever whim the god who provides this spell wants. Sometimes its only a vague sense of what the heck is going on, other times it can be as extreme as changing the villains gender for a short time! Fire Magic: You can control fire magics to a degree, ranging from fireballs to walls of fire to whips of burning willpower. Your power is that of flame and you will make it known! Water Magic: Water Magic is commonly regarded as healing magic. It serves many purposes. Earth Magic: Your power ranges over that of the earth. From encasing people in stone to throwing boulders effortlessly to even creating impromptu walls to allow your escape. Air Magic: You control the power of the air. From lightning bolts to small tornadoes. Environmental Magic: (Requires all four Elements) You are able to combine the elements into powerful storm magic. Ranging from full on lightning storms to even small hurricanes. But such power is not without a price. Meddling with magic on that scale, well once created a storm doesnt go away quite so easily. Bestow Penance: Your have the ability to put a penance on your enemies, however it is not a simple magic, any use of Penance magic must be discussed and approved with the GM.

RIGHTEOUS MEN: COMMAND

Heros War Cry: Wether a mighty shout to the heavens, a war horn that summons your allies, or those bagpipes you insist on bringing with you everywhere, you are able to make a loud noise that inspires all around you to cry out as well and charge the enemy! Tactical Retreat: Unlike evil you do not consider your men to be mere pawns in a game of war. You value their lives and regroup and see to the healing of your men and women. Wise Tactician: You know how to take advantage of a situation, you watch your enemies and learn when you can. And much caution is seen in your battle plans before they become broad strokes of genius. Each has a Place: You know the place of your men on a battlefield intimately. Your men wont find themselves in a poor tactical position due to any actions on your part. Of course there is no accounting for what the enemy does. Chosen Light: You choose your battles carefully, and when you do so the light is always at your back shining down and blinding the enemy to your charge. Of course chances are theyre going to take you up the arse at night. Dwarves: Stout men (and bearded women) of iron hearts and steel heads, they live underground mostly, and are, as a race, as tough as nails. Usually wielding axes and hammers, a line of dwarves is a line few have the ability to cross. Eledhel: The Eledhel are the tallest of the elves and are of a golden skinned skin, their are aloof and lofty but make brilliant spearmen and swordsmen, their flashing blades making barely a whisper as they cut their foes to ribbons. Anoredhel: The Anoredhel are shorter and darker of skin and their ears less pointed then their other elvan cousins, sometimes they lack the pointed ears all together. They are superb horsemasters, able to tame any horse-shaped beast and get it fit for battle if need be, although there are plenty of equestrian arts that they partake in too besides warfare. Glamredhel: The Glamredhel are between the other two elf species in height and palest after the Moredhel. Though they are the only species of elvenkind known to have red hair amongst their people. They are superb foresters and hunters and few make better rangers, able to shoot a needle on horseback 400 yards away. While blindfolded. With one hand behind their back. In the rain. With high winds. Or so they would have you believe, but they can almost back up these wild claims. Centaur: These proud half-men half horse peoples roam the plains in their herds and are happy peoples who spend their time with family, hunting and treasuring life. They make excellent horse archers... for obvious reasons, but they shun heavy armour, also they are greatly terrified of the Lionataurs and Dragon Ogres. Dryads: These tree spirits are the best bow-women a Guardian of Good could ever come across. Their natural affinity with the wood gives them perfect bows and even more perfect arrows. Their beauty is without doubt, their skin as hard as bark yet soft as silk do their perfect arrows whistle through the air. Treeman: These are ancient trees, most often oak, that is infused with the lift of the world. Born on leyline junctions these trees can take up root and march to war. Though somewhat flammable theyre more intelligent than any troll and just as strong!

Unicorn: These beings are not terribly intelligent and can only be mounted by those of pure spirit (virgins) so their numbers are few. But they are powerful steeds with a horn like adamantium upon their heads with which they can rend an enemy to orcburger meat. Paladin: Men of purest of souls. They are followers of a faith that leaves them undoubtedly the most beloved of goods human servants. Though powerless their sheer faith leaves them immune to trickery of the mind. Knights of Honour: These men, while not the virtuous paragons of good the Paladins are they are still second best when it comes to mounted combat. Wearers of heavy armour and wielders of Lance, sword and shield. Druids/Warrior Priests: These are priests and druids tired of sitting back and letting others smite evil in the gods name, having taken up oaths to bring justice to the world they mount up and bring the war to evil. They are also talented herbalists. Werewolves: The Werewolves are lycanthropes, but not the monsters of tale. Many live with or near Were-kind without ever realising it. They are proud and noble people who hold to their codes of honour. Their change between wolf and (wo)man is entirely voluntary and doesnt stop in the middle, they are either men or wolves not both at the same time. This change is entirely natural and takes but moments. They are extremely dedicated towards their families. Merfolk: Dwellers of oceans and deep lakes these merfolk can actually change their fins to legs if required for extended campaigns on the ground. However they must be in a heavily moist area at all times. They can also reach submerged treasures that it would be much harder to reach otherwise. Naga: A non-evil variant of the Lizardfolk, unlike Lizardmen ALL Naga are half snake. And while they are similar in combat skill to a Lizardman they are exceptional herbalists. Giants: 30 Feet tall humanoids with gentle temperaments and honourable beliefs. They are strong believers in the gods though they submit to the slightly heretical belief that their size makes them closer to gods than the small folk are. Despite their gentility they despise evil and will take up any cause to destroy it. Ogier: These are much like Ogres, but are a far kinder people and strong gardeners and builders, and for a convincing Guardian they will join a Guardians services. Khajiit: These catlike beings are stealthy and fast with excellent night-sight. Theyre loyal, but tend to be a little light-fingered. However you couldnt pay them to wear heavy armour. Khazra: These beast-men bear a lot of similarity to the Trollocs seen serving Evil Armies, and the uneducated may mistake this mostly peaceful race of beastmen for the same creatures. However they prefer to live quietly nomadic lives tending their herds. Though more progressive Khazra will sometimes join a Guardian and his or her army to let their people benefit from the protection it offers. Niomus: These are winged humanoids between 5 and six feet tall, indeed, if they conceal their batlike wings beneath a cloak or heavy robe they can even pass for humans, they have a strong sense of honour and familial loyalty and it is not unknown or even particularly rare for them to join a Guardian in order to protect their Eyries in the Mountains and Cliffs. Satyrs: These goat-legged men are mischevious, skilled musicians and womanisers to a flagrant degree (much to the anger of the Satyr women) but for all their carefree freedom loving nature, they can see what the powers of Evil are doing. And the more civic minded Satyrs will sometimes sign onto a Guardians army to do their bit.

CONTRIBUTIONS OF THE JUST: WEALTH

Leather: You can afford the best in leather goods, mostly for armour. Iron: Iron can be bought in enough quantity and quality for you to use it in most your equipment, both armour and weapons. (Requires Leather) Steel: Steel can be bought in enough quantity and quality for you to use it in most your equipment, both armour and weapons. (Requires Leather and Iron) Damascus Steel: Damascus Steel, even stronger then regular steel, can be bought in enough quantity and quality for you to use it in most your equipment, both armour and weapons. (Requires Leather, Iron, and Steel) Mithril: Mithril, the best of metals available to the Guardians, and the most powerful, can be bought in enough quantity and quality for you to use it in most your equipment, both armour and weapons. (Requires Leather, Iron, Steel, and Damascus Steel.) Smart Budgeting: You do not squander your riches, instead you haggle for the lowest prices, shop around, and get the lowest price for the best goods available, no matter if your buying food or Mithril. Liquid Assets: You have the cash on hand, and can spend it immediately. Investment in the Future: By spending years donating money to schools, your family has increased the intelligence of the general population around where you live, making it that much harder for evil to win them over, because they are not as easily subjected to brainwashing propaganda as the uneducated. Small Lands: You own 80 square km worth of land. Normal Lands: You own 120 square km worth of land. (Requires Small Lands, and you have ONLY 120 square km, these traits are non-cumulative.) Big Lands: You own 160 square km worth of land. (Requires Small Lands and Normal Lands, and you have ONLY 160 square km, these traits are non-cumulative.) Bigger Lands: You own 200 square km worth of land. (Requires Small Lands, Normal Lands, and Big Lands and you have ONLY 200 square km, these traits are non-cumulative.) Great Lands: You own 240 square km worth of land. (Requires Small Lands, Normal Lands, Big Lands, and Bigger Lands, and you have ONLY 240 square km, these traits are non-cumulative.) Mercenaries: Grizzled and expensive mercenaries supplement your regular troops. They are expensive because they are really good at what they do. Which is fight for the highest bidder, so watch out and make sure that is you. Coinage PR: You arent just the one who invented the coin; your face is on it! People, even from other realms, at least recognize if not admire you for being that guy on the money. Civil Service: You view your money as not yours, but everyones! While this means that your castle is either understaffed or not very impressive looking beyond the regular castle look, it also means that your constant investment in your peoples interests make them staggeringly loyal to you, even the mind corruption evil mages are capable of would have a hard time turning them against you! Fistfulls of Cash: You simply have so much money you do not know what to do with it. A problem nearly all wish they had, in fact it might make a few envious of you, beware of thieves and attacks. However, the sheer amount of money you have is enough to compensate this risk, but still be careful. (Only wealth 9 or above can take this.)

Master Craftsmen: You only hire the best of craftsmen and architects to make and build stuff for your people, and invest in the training of apprentices, resulting in top quality goods available to the common man, which will no doubt make them very happy with you and give your own self some shiny toys to play with. On the Payroll: Even servants get not-a-small check every week, resulting in a poorer you, but less chance that they will run off the first moment trouble appears on the horizon. Personal Indulgence: Whats the point of having money if you dont spend a little on yourself? Giving yourself luxury items might seem a tad selfish, but the result is that you are usually well rested, well fed, and stronger for it. When trouble comes, you will perhaps fight a bit harder to protect not only your people, but your slightly higher standard of living as well. Monster Tamers: You have access to a limited amount of monsters. But theyre expensive and hard to replace and train. Gold Mine: (REQUIRES: Wealth 6) You have a larger gold mine than most. Gem Mine: (REQUIRES: Wealth 8) You have a precious gem mine, while you certainly pull out small quantities of other useful materials, it is the Gems that make you the most money, and friends. (Increase Lair Points by 20%) Crystal Mine: (REQUIRES: Wealth 10) You have access to a rare Crystal Mine. But not just any crystals, but magically resonating crystals. These can make you very wealthy, but used properly can also give you a hidden magical reserve. (Increase Lands Points by 20%) Lavishly Equipped: Your men are equipped with the best they have available, but in the most imposing fashion possible, their equipment not only looks like it costs a lot, it probably did. Of course, its big and bulky, its more imposing than functional. But sometimes your peoples looks are more important than functionality. When on the job they probably wear far more functional looking stuff.

TOLL OF THE FAITHFUL: INFLUENCE

Beacon of Hope: The people look up to you, some worship you as a hero, and the talk of the town is that you are going to save the world. So you can often find a free bed for the night and a warm meal, along with any tales that your hosts might have picked up that could contain useful information. Body of a God: Damn. You look good. REAL good, one may even go so far as to call you dropdead sexy awesome. Procuring information from the opposite sex has never been easier. Call to Arms: When the time comes, and you need reinforcements on the line NOW, you are famous enough that you can rush to the nearest village or city and call the people to arms so that they can defend themselves against the forces of evil, and if there is an actual militia there, they will gladly join the fight under you. Holy Connections: Priests are important when you get your power from a god, and those gods are omniscient, of course. Extracting useful information from them is a tricky business though, so high priests need to be consulted, but when you do get information from the gods, it is never wrong. Ever. (Requires Influence 10) Distant Royal Relation: Your cousins daughters grandpas nephews fathers sisters former roommate is one of the higher nobles, and you can use this obviously strong connection to garner favour from the local lord, and get what you need, wether that need is more troops, a place to stay for the night during your travels, or perhaps some valuable information on that thing you are looking for. (Requires Influence 8) Kindness Counts: Loyalty, bravery, and a general duty to the people make it so that they are more willing to open up to you, if you do them a small favour first usually. Policing Power: The police hear all sorts of things. And they will tell them to you if youre able to insinuate yourself into the legal system, or are friends with a detective or something. Counter-Spy: An agent whos speciality is tracking other agents and perhaps feeding them false information, a useful person to have on your list of personages attached to you. Free All Slaves: You hate slavery. With the burning passion of a thousand suns. So you free them every chance you get, and its amazing what they overhear their masters talking about, and what they are willing to share with their saviours However be careful that you dont incur the wrath of a nation that absolutely relies on slavery to run, otherwise youll be declared a vagabond. (basically dont go overboard with the slave freeing.) Decree This!: You have the power of the press! By getting local newshounds a good story, they in turn tell you news that might not be in the papers journalism can lead to lots of exposed secrets and adventures. Getting Your Own Hands Dirty: The commoners are usually smelly. But the thing is, they are common. The law of averages stated one of them has to know something about whatever it is youre looking for. You just have to find them which gets us to the dirty part. Explorers: Those that travel far in search of adventure often find it, and along with it comes valuable information and connections to foreign countries, its always good to have one of these intrepid souls on-call in case you decide to do a little adventuring yourself. Knight Templar: One of your contacts is a little extreme in his methods, and you might not agree with some of the things he does in the name of the gods, but he sure is effective. You dont like being near him, though, for fear that his fanaticism might wear off on you. Bartender: These men learn just about anything, and for a few gold are more than willing to tell anything theyve heard or learned.

Trade Routes: Going up and down a trade route is one of your favourite tactics for gathering information from traders. It has the added benefit of getting you well known, for your name gets out there and traders talk about seeing you once they get to market. Remember, there is no such thing as bad PR. One Up: You have a tendency to try and one up people, making you very popular because you are seen as the best at things. Course, this can annoy the person youre oneupping, but hey, the more famous you are, the more willing people are going to be to give you information. Chancellor: The King calls on you for advice about important matters because apparently you know everything and are blessed by the gods. Go figure. (Requires Influence 10 and Holy Connections) Always Rewarded: Whenever someone gives you a tidbit of advice or information that you find useful, you dont just pat them on the head and say thanks, you give them a shiny coin. Or more, if the info is actually critical. This loosens peoples tongues a lot if they think that riches await them and are only a few words away (Requires 5 in Wealth) Nice Guys Finish Last: What? you may ask. Why is this a good thing? Well, by taking your time and preparing all this information your gathering and turning it into a refined strategy, you are the last on the scene because you took so long. And you have all the necessary resources to get what you need, and all the necessary manpower, and all the necessary magic, and all the necessary knowledge be prepared. Good Loremasters: These men are scarce, and even when on the payroll hard to find. But when they show up you can guarantee their information is worth the expenditure. Guardian of the Wild: Your Guardian is a known protector of the Wilderness, as such Villages and towns no longer require farms to support them. However as a protector of the wilderness you cant have any cities or mines. However, Treemen and Dryads cost half as much to hire. Overseas Hero: Your Guardian has spent time overseas smiting evil for foreigners, and this has lent towards them being well disposed towards your Guardian and from time to time they sent material aid, from food to weapons to even troops in times of great need. Here and Now: You just MUST help everyone you come across, from little girls with kittens stuck up in a tree to a little old lady crossing the road. The reward is that the public just adores you and theyre inclined to help YOU out in times of need. On the downside, sometimes you accidentally rescue evil folk, or end up delaying yourself. Scholar: (Cannot take with Guardians of the Wild) Youre a guardian of knowledge and understanding, you have taken it on yourself to protect the most people possible, the cities and the knowledge they contain. This makes you popular amongst the cities. You and your people are better educated than usual. I must do this alone: Your Guardian has a reputation of, before anything significant, declaring that he (or she) absolutely MUST do it alone. Of course, youre a guardian, everyone says, Fuck that and helps you anyway. There may even be tears involved.

DIVINE DESTINY: DEDICATION

Too Dumb To Fool: You arent exactly the sharpest tool in the drawer, but this means that convoluted plans that try to deceive you go over your head, and you see the underlying truth clearly. Determinator: Getting the job done is the most important thing to you, and you stay focused on it until completion without wavering. Of course, this means that you usually have a one-track mind. A Father To His Men: You treat your subordinates with respect and kindness, and they would follow you to their deaths if need be, for you command their utmost loyalty. (Requires Command 8) Not One Step Back!: Retreat, probably isnt even in your vocabulary. (Requires Dedication 10) Dreaded by Evil: As your presence becomes known, wherever there are evil forces, they will start to quake in their boots at the thought of meeting you face to face. Incorruptible: Your mind simply cannot comprehend evil, any attempt to put your closest Lieutenants under mind control will almost always fail due to the strength of their faith in you. Undead-Killer: Your reputation for scouring the lands from corruption and exorcising the undead has caused a great uprising in anti-undead followers, and people follow you just to see your good works to their finish. Adventure Time!: You are always on the hint for a new quest, always looking forward towards your goal, and never wondering about whether what youre doing is dangerous or not. This attitude is infectious, and spreads to your subordinates. Legacy Builder: You are concerned about what people will say about you in the future, so you plan far ahead and stick to that plan as much as possible, making yourself look good in every light, and if something goes wrong with your plan, you always strive to fix the problem before it becomes irreparable. Hero Worship: You inspire this in the younger men in the army, and they will follow your every command just to earn a thanks from you. Even some of the older veterans deeply respect you. Raised Eyebrow: Anyone questioning your plan of action gets one of these. They almost always back down after that. THIS. IS. SPARTA!!!: Along with a tendency to emphasize every word you say, your reputation of being so badass it hurts goes ahead of you, people who dont even know your name know what you said. When you march forward, your speeches bring the public to their knees, and evil usually ends up at the bottom of a pit. (Requires 5 Influence, can only have a maximum magic of 3) Border Jumper: Borders are such a hassle. As long as you think you can either outrun or fight off the border patrol, you have no problems going on ahead and crossing several national borders on your quests, after all, your working for the greater good, nationality has nothing to do with it. Right? (Cannot take with Patriotic) Patriotic: If you could get away with it, your name would be Capitan (insert nation here.) You are ultra protective of your nation and culture, and respect other nations, even though they are obviously inferior. In your own country your knowledge of the terrain is microscopically detailed, while outside your nation its merely microscopic. (cannot take with Border Jumper.) Speedy Operations: Getting things done fast is the name of the game. You may cut a few corners, but geeze, anything you set your mind to has a way of getting done really fast, weather its your extreme focus or high energy that is fuelling this fast operation. Theres Something About The Good Side: Your so charismatic that you sometimes inspire weak willed evil guys to turn on their masters and join your side. Course, their loyalty will always be in question, and if the enemy is watching them at the time, they either wont to it or wont survive long enough for their betrayal to matter.

Righteous Power: Evil is usually fighting only for itself, and is inherently self destructive eventually. Whereas good has the benefit of being wholly constructive in nature. If you are defending something innocent, then you are under the influence of Righteous Power, and you and your men will fight twice as hard to defend what is pure in the world, no matter the cost. If you succeed, then the thing you were just defending will no doubt become a major part of things to come. (Requires Dedication 8) Ingenuous: Clever ideas spring up from seemingly nowhere, and you learn from your mistakes much faster than others, you never make the same one twice. (Requires Magic 5) Karma Coordinator: When karma needs to hit evil in the face, you are the one that provides the fist to do it with. Making sure that punishment equals the crime committed is one of the best things that you are good at. Those rapists better say their prayers Crazy Prepared: Sometimes the way you pull out that yellow vial on the night of the full moon when Jupiter and Saturn are aligned and the Temple is slightly noisy on the inside but not on the outside so you can cast a really complex spell is eerie. Especially when you realize that you are doing it on purpose. Self-Sufficient: Your Guardian is dedicated to a do it well, do it yourself, attitude. Rarely will they leave seemingly insignificant matters to an ally, and they will never ask a greater power for help even when it would be sensible. As such your people are better at being self-sufficient. An Heir: (Requires: Dedication 8) You have an heir to your Guardian ways. This heir is between thirteen and eighteen years of age. They are assumed to have half the physical traits you have except for Weapons Mastery, though all their traits are weaker versions of your own considerably. Wisdom before Impetuosity: Your Guardian is a strong believer in considering the situation, you will usually avoid suicidal situations, unless wisdom dictates that you must do it for a greater good. The willingness for self-sacrifice is what makes a Guardian who they are. Cleansed: You werent always a Guardian. No, once you were an Overlord. Corrupt and evil. You have made your peace and declared yourself on the side of good standing up against evil. Whatever the circumstances your people flock to you as evidence that evil can be brought around to the side of the righteous. But underlying that remains a dark core of temptation that you must fight every day. A side of you that you no longer own. Your soul. Celestial Service: (Requires: Celestine) You desire so very much to be part of the celestial realms as one of the holy host. This desire and ambition and need for the holy realms endear you to the angels of the heavens and they are more likely to listen to you and take your word as fact.

LANDS AND LAIR

LANDS AND GEOGRAPHIC LOCATION

Each Land type gives you a number of points for each Category. Sanctuary and Land Improvement points if not spend on Sanctuary or Land cannot be spent on the army. (Each point = about 1000 Gold) Unspent points go into the treasury as a slush fund for future upgrades. A player can move up to 80% of the points from one category to the other. The amounts possible are outlined below. No Lands: 400 Sanctuary Points, Small Lands: 800 Sanctuary Points, Normal Lands: 1200 Sanctuary Points, Big Lands: 2400 Sanctuary Points, Bigger Lands: 3200 Sanctuary Points, Great Lands: 4000 Sanctuary Points, 0 Land Improvement Points 800 Land Improvement Points. 1600 Land Improvement Points. 2400 Land Improvement Points. 3200 Land Improvement Points. 4000 Land Improvement Points. (Cannot re-assign Points). Can move 640 Points. Can move 960 Points. Can move 1280 Points. Can move 1600 Points. Can move 3200 Points.

Some of the Sanctuaries specify a type of geographical location, when this does so Land Improvements are bought from that geographical location. A player may choose a Geographical location if they wish and their Sanctuary type does not include one.

SANCTUARIES

LAIRS: (TYPE) Pick a Style of Sanctuary first! (NOTE: You MAY have more than one Sanctuary! After all, you might want somewhere to retreat to!) Castle Style: Basic Good Castle: 20 Points: This is basically a keep with a wall. It can barely keep out the draft, wait a second, it doesnt. But its a decent start. Good Castle: 50 Points: This is a decent castle with a Keep and sturdy walls. No Guardian could complain if he found himself in charge of these. Citadel: 200 Points: The greatest fortress available to a Guardian. Capable of supporting thousands, even tens of thousands, of troops within its walls. Walls thicker than a dozen hugging Ogres and taller than two Giants on end. One does not bring an army to besiege a citadel. They bring Armies. (Emphasis on the plural.) At the core of the Citadel a Heart of Good crystal pulses with good life energizing you and your holy army. Temple Style: Small Temple: 20 Points: A Basically a small church with a small wall, more like a stone fence. Has a bell tower, a congregation room, and several guest rooms along with the master room, but not much else. Excellent for the Guardian on a budget. Good Temple: 50 Points: This is an average temple, and it has all a Guardian could need from a sturdy structure, once its furnished up a bit more. Lakeside Temple: 100 Points: A Temple surrounded on three or even four sides by a massive lake. The pristine waters are great for fishing and drinking (after magically sterilizing the water or boiling it, of course). There is an air of calmness that surrounds the temple that makes staying here more energizing then normal. Of course, its also highly defensible, considering that it has a natural moat. This can even be upgraded like a moat, being blessed to make it into Holy Water. White Temple: 100 Points: The second-best temple a Guardian could imagine. It stands taller than most structures and is more reliable than any Temples before it. A central tower is added to the Temple complex, taller then all around it, its core shining with blessed energy that can be focused on the temple grounds in an evil-destroying beam. Sanctum Sanctorum: 200 Points: A temple that is on blessed ground, no evil can stand to be within its walled grounds. It also has a high tower for you to reside in, and its bell tower has a bell that could be used as a one-room house if it were on the ground.

Church: Abbey: 20 Points: An Abbey is defensible against intruders, and has lots of room. Its different from a temple because it focuses more on housing the homeless rather then worship, so expect lots of guests, as there is no private wing for something this small. Small Cathedral: 50 Points: An expanded abbey, this structure has bigger walls and more room. Think Redwall Abbey if youre a fan of Brian Jacques. Unlike the smaller Abbey, this has a private wing where you can get some alone time, and more room for people to stay too. It can even withhold a siege for a decent amount of time. Super Cathedral: 100 Points: Huge Domes that form their own clouds on humid days on the inside, towers on each corner stretching towards the sky, and a huge apartment complex, these are practically towns in their own right. These grow their own food, and have a reliable source of water, and can practically hold off a siege indefinitely unless there is a drought or famine. City-Cathedral: 200 Points: Can hold an entire cities populace within its walls, this structure glows at night with holy power blessed by the gods, and its myriad towers rise above the land at least a mile into the air. Truly it is an awe to behold. Unfortunately a structure this big is harder to defend then a Super-Cathedral, should the enemy breach its walls somehow. Not that that will ever happen. Location Specific: Mountain Fortress: 100 Points: A Castle in the mountains. Hard to reach, harder to besiege. Desert Cathedral: 100 Points: Without doubt this is one of the hardest Cathedrals to reach. It is built around an oasis providing the Cathedral with a constant supply of water, and even food in small amounts. Large walls block the sandstorms and the Cathedral itself provides shelter to all desert travelers lost in the sands. Unless they are evil, of course, in which case the Cathedral can withstand a long siege behind its thick walls while the army outside bakes in the desert heat. Ice Fortress: 100 Points: A frozen fortress, likely either on the poles or a mountain peak. (Use Mountainous Geographical Location) While hard to attack it is also hard to go out and smite evil. Special Types: Heavenly Castle: 75 Points: (Special Requirement: Celestine) This castle just radiates holiness and seems to have some sort of innate connection with the Celestial realms. Celestial beings are summoned more easily within such a fastness. And may even visit of their own accord from time to time. Heavenly Fortress: 150 Points: (Special Requirement: Celestine) This fortress is the larger, cousin to the Heavenly Castle, but while it is painful for evil beings to be near, it can be hard to get your people once settled in the Heavenly Fortress to well... leave. Non-evil beings who find themselves here have an increasing resistance to leaving. And after a year it may well be impossible to make them leave without applying force. Slice of Heaven: 300 Points: (Special Requirement: Celestine, Summon Seraphim) Your people simply refuse to leave this Fortress. This place is a piece of literal heaven on Earth and angels frequently make their way here to mingle. However you cannot afford to station mortal beings here. Any mortal beings that come here will be so entranced that they will not wish to leave without being forced to do so. On the plus side, when the time comes the heavens themselves will attempt to defend it. Evil beings do not like even being in its presence. However if they feel confident of their ability to take, and destroy, it they will.

SANCTUARIES: (QUALITY) Now youve picked your style and sanctuary type. How quality is it? Quality: Run Down: Free: Your sanctuary is run-down, falling apart, has the defensibility of a paper bag someone poked a hole through before peeing on and there is a large draft to boot. Joy. Adequate: 50 Points: Your Sanctuary has been repaired to an adequate status. The drafts have been plugged and youve furnished your new home in whatever good stuff you feel is good enough to represent you. Good: 100 Points: Your Sanctuary is in good condition, has fitting small statues and architectural affectations that you are rather fond of. Excellent: 150 Points: Your Sanctuary is like it is only slightly new. The stone fits better than ever, the draughts are non-existent and it is infested with personal touches. More importantly your standing armys quarters are kept either below or separate from the fortified structure, so they arent distracted by any civilians that may be around the Sanctuary and they can get to training. Pristine: 200 Points: Your Sanctuary isnt like new. It IS new. It has been tailor-made just for you! The only exception is the Portal Gate which your Sanctuary was built over for reasons you cant seem to understand. It is stronger than any other condition fortress.

LAIRS: (UPGRADES) Now youve picked your style and Lair type and quality. What have you kitted it out with. Upgrades: Expanded Barracks: 25 Points: Your sanctuary can house your army more comfortably than before. Thus there is less issues of overcrowding. (Can be taken multiple times.) (One per race is the most recommended arrangement.) Purification Rooms: 25 Points: A room blessed by the gods, throw even the most vile of evildoers in here for long enough and they will either melt under the pressure of all that good energy (in which case the world is better off without them, as they were irredeemable) or they will be expunged of evil energy and see the error of their ways, then they can return to life as model citizens. Sometimes it doesn't work though, especially on those days where the gods are busy. Theatre: 25 Points: The thespian arts are practiced in these stages here for any Guardian and his/her guests recreation. When not doing private shows it is opened to the public for all to enjoy, and many an epic play are acted here in a Sanctuaries theatre. Library: 25 Points: Libraries are important to a Guardian of the intellectual persuasion. They like to keep their books of power, or just books full of information, within these enchanted walls designed to protect any documents kept within them from the ravages of time. Prison: 25 Points: This is where you keep criminals and evildoers until their purification can take place, or just until their sentence is held. Wells: 50 Points: Your lair has a source of water, it doesnt actually have to be a well but it is the most common. As such you can sustain a prolonged siege longer than without. Can be taken up to 4 times. (Each Well adds 1 month to the time your castle can resist a siege) Meat Stores: 75 Points: Though youre good the concept of food preservation is important to you as your food stores for resisting a siege arent going to be just grains and fruits. You want MEAT to resist attack, after all a vegan diet isnt very strengthening after all! (Each Meat Store adds 1 month to the time your castle can resist a siege.) SPECIAL NOTE: If you have a Well AND a Meat Store it goes to 6 months. (Eg: You have 1 Meat Store, and 2 Wells. You can resist for 7 Months before supplies run out. 6 Months for a Meat Store and a Well, plus a month for the excess Well.) Siege Engines: 100 Points: Cannot be built if Fortress is underground. The Fortress is defended by Ballistae and Catapults. Few would casually assault your walls without caution. To do so is literal and figurative suicide without counter-artillery. Moat: (Stakes) 100 Points: Cannot be built if Fortress is underground. A water-filled moat filled with sharp stakes with which to slow down the enemy assault. Double Moat: (Stakes) 150 Points: Cannot be built if Fortress is underground. If one is good, two is better! A second moat to cross would exhaust an invader, and gives more chance for him to be noticed by guards.

Holy Moat: 200 Points: Cannot be built if Fortress is underground. Water to those who are good, acid to those who are evil. If an evil being so much as gets a drop on them, it would burn through like lava. This requires priests to bless the waters of the moat on a regular basis, around once every month, but it is an extremely effective deterrent to evildoers. The water glows bright enough to see even in the daytime, so they will know if it is holy water in the moat or not. As it is not a spell, but a blessing, no effort can be made to dispel it. Monster Stables: 100 Points: This houses a single type of monster. If youre considering more than one type of monster, you will require a single Monster Stable for each type of Monster. Treasury: 50 Points: Well you need SOMEWHERE to hold it all, and for an extra 50 points you can get an Armoured Treasure Vault complete with gold swimming pool. It is here you keep your coin and wealth safe for the needs of yourself and the people. Holy Summoning Chamber: 50 Points: This chamber makes Angelic summoning less taxing on the caster, and control a bit easier. However, this is not available to Heavenly type lairs. Alchemical Laboratories: 100 Points: These laboratories are used for the purpose of well, alchemical work with healing unguents and other such things. Most Guardians use them as sources for healing balms and other such things. Holy Prisons: 200 Points: These are not cheap, acquired lightly or simply used to keep prisoners. These are used to contain captured Overlords and Unholy beasts within strong enchanted bindings and artificially strengthened walls bound with heavenly energy. An Overlord or Higher Daemon would find escape difficult. Any lesser evil being bound within this place would die. Choir Wall: 150 Points: Cannot be built if Fortress is underground. You have trained Choirs that man the walls with your troops their heavenly song and prayer keeping the backbone in your forces and their determination to keep the enemy from taking the walls. Escape Tunnel: 25 Points: No Guardian would have a Sancturay without some means of escape. For most their means of escape is simply the Portal Gate. But some Guardians assume that they wont always be able to get to that in time. Or an attacker might look their first. And so they have a normal escape tunnel built in to facilitate their escape. (Note: Has a small chance of being discovered and becoming a vulnerability.) Armoury: 25 Points: (Can be taken multiple times.) You have an extensive armoury so that your people can be equipped in a hurry if required, and at the same time, make sure nobody is running around with [s]scissors[/s] weapons when theyre not supposed to be. Advanced Siege Engines: 100 Points: (Requires; Siege Engines) You dont just have Ballistae and Catapults, those are soooo last week. No, you have Heavy Repeating Ballistae and Trebuchets guarding your walls. Large Smithy: 50 Points: Your castle, like most, has a smithy. However yours has a larger more extensive smithy. This allows your smiths to craft items at a faster rate, from armour and swords to horseshoes, arrowheads etc.

LANDS: (TYPES) Now youve picked your Lair, now how about the lands you inhabit? What type are they, an Overlord may pick 2 Types of Lands that their lands are like. Land Types: Plains: These are typical rolling plains, though they will show signs of your corruption. Depending on the size of the lands it may include small parcels of forest as well. Tundra: Ice Plains. Little farmable land. Little mineable land. Next to no people. Next to no goodguys looking for an Evil Overlord to kill. Forest: Whether a Jungle or a Forest these share identical traits, the only difference is temperatures... and types of trees. Mining will not be a large scale operation here. But it offers more concealment. Swamp: Hard to reach a Swamp Lair is brilliant, if hard to care for. A lair in the swamps may a maximum of excellent quality. The food production is medium to high but mining opportunities are nonexistent. However things tend to be hidden away in spaces hard to get to. Like your lair. Mountainous: Mining opportunities are unparalleled and your lair is hard to reach. However the cold is disliked by your minions and food is not an easy commodity to come by. So are villages to terrify. A mountain fortress is only good if youre willing to travel to get what you want. However conversely you dont get many callers. Desert: Perhaps the weakest of the land types it produces poor mining and poor food production. However it is probably the single hardest type of Lair to attack because the Overlord has it build on/around an oasis. A Lair in the desert will have its assets well protected.

LANDS: (IMPROVEMENTS) Now youve picked your Lair, and the type of Lands you inhabit. Now, spend some points to tell us about the Lands your Overlord is... Lord and Master... of. Land Improvements: Foresters: (Forest, Plains, Swamp) These humans hunt for you and log when required, this Foresters village is no more than a hundred humans subservient to you. They can supply a small force with food. However they require at least two weeks advance warning to prepare supplies for a campaign for you. Cost: 10 Points. Tundra Hunters: (Tundra) These men are the equivalent of foresters, they know the hunt on the Tundra and can keep you up to your ears in clubbed baby seal meat. Cost 10 Points Whalers: (Tundra) These gruff men and sailors live on the edges of the ice hunting the whales for their meat, blubber and other useful materials. Like whale bone. Cost: 20 Points Trappers: (Swamp, Forest) Foresters might hunt small game but these guys hunt in the big leagues... be those boars, bears...or men. Their excellence in devising and utilising traps is unequalled. Cost: 20 Points. Bogs: (Swamp) Your lands, already swampy, are surrounded by thick bogs worse than the majority of the swamplands. There are few paths out and slaves mine the bogs for flammable fuels like coal. Cost: 60 Points Village: (Any) A village of humans exists within your borders, they pay tithes to you in gold and information. The village has a small inn and about 300 humans living in it. But a Village requires a farm to subsist. Cost: 20 Points. Race-Specific Village: (Any) If you have purchased any races this is a village containing one of those races. It is otherwise identical to the human village but its population number changes according to its occupants. Cost: 20 Points Town: (Any) A far larger communion of people. This can have a mix of races living in it though they will tend to segregate themselves to their own kind. A town is far more reliable than a village but requires 2 Farms to support it. The population is usually about a thousand individuals. Cost: 40 Points Oasis Town: (Desert) A far larger communion of people. This can have a mix of races living in it though they will tend to segregate themselves to their own kind. A town is far more reliable than a village but requires 2 Farms to support it. The population is usually about a thousand individuals. Cost: 40 Points. Oasis Farm: (Desert) A farm is usually manned by humans who farm both for your war efforts and for your towns and villages. And if youre wealth enough, a city if you have one. Cost: 20 Points.

Farm: (Any) A farm is usually manned by humans who farm both for your war efforts and for your towns and villages. And if youre wealthy enough, a city if you have one. Cost: 20 Points Advanced Farms: (Plains, Forest, Swamp) These farms are bigger and farmed by skilled Farmers. They can take the load of two other farms easily for little more effort. (Counts as 2 Farms) Cost: 30 Points Herb Farms/Alchemical Farms: (Swamp) These very strange people live in the swamps nearly naked painting themselves in crap from who knows what. But they are proficient herbalists. Cost: 50 Points Small Mines: (Any) Mining Small Mines lack the ability to move a lot of ore, and indeed, there will usually only be a community of forty to fifty people working whenever they are up to it. They cant pull a lot of ore, but its better than nothing. Cost: 10 Points Mines: (Plains, Mountainous) Simple mining village, these are designed to mine your metals, gold or what have you. They have about a population of 200, the majority of which work in the mines, the rest manage a small farm to feed them all. Cost: 20 Points Great Mines: (Mountainous) The great mines of a mountain fortress are impressive. They carry out many many times more what a simple mining village can, and are often almost towns in their own right. They require a couple farms to support them but otherwise will easily produce the bulk of your metal requirements. (Counts as six mines) Cost: 40 Points. Logging Camp: (Forest, Swamp) Far more extensive than those Foresters use these are full scale dedicated Logging camps. A population of nearly a full village dedicated to the systematic chopping down of the forest for materials. Cost: 20 Points Druidic Stone Circle: (Any) : A stone circle that is used as a calendar and clock, as well as being a holy site for druids to worship at. The presence of one of these makes the land more in tune with nature through the gods energy, making the area around the circle extremely lush Cost: 20 Points City: (Plains, Mountainous) A city is a primal place where many thousands to tens of thousands gather. They can provide an excellent source of information from passing traders. But a City is not a cheap endeavour. They can provide people, troops and information. But to feed a city is not a small endeavour. Cities require 10 Farms to support them. Cost: 100 Points. Oasis City: (Desert) A city is a primal place where many thousands to tens of thousands gather. They can provide an excellent source of information from passing traders. But a City is not a cheap endeavour. They can provide people, troops and information. But to feed a city is not a small endeavour. Cities require 10 Farms to support them. Cost: 100 Points.

Walled City: (Plains, Mountainous) A city is a primal place where many thousands to tens of thousands gather. They can provide an excellent source of information from passing traders. But a City is not a cheap endeavour. They can provide people, troops and information. But to feed a city is not a small endeavour. Cities require 10 Farms to support them. A Walled city is far easier to defend as it has, you know, walls. Cost: 150 Points Walled Oasis City: (Desert) A city is a primal place where many thousands to tens of thousands gather. They can provide an excellent source of information from passing traders. But a City is not a cheap endeavour. They can provide people, troops and information. But to feed a city is not a small endeavour. Cities require 10Farms to support them. A Walled city is far easier to defend as it has, you know, walls. Cost: 150 Points. Dirt Roads: (Any) You have extensive dirt roads connecting your improvements making movement easier. So long as it doesnt rain. Cost: 10 Points Cobblestone Road: (Plains, Mountainous, Swamp, Forest, Tundra) Roads paved with cobblestones dont wash away in the rain. (Requires Dirt Roads) Cost: 10 Points Paved Roads: These roads are paved with stone bricks and are smooth, making for the fastest (and most comfortable) travel by cart possible. Cost: 10 Points. (requires Cobblestone Roads) Silk Road: (Desert) The Silk Road is a valuable trade route through your territory. It guarantees that you are frequented by traders. But its harder to hide. Cost: 30 Points. Ruins: (Any) The ruins of old structures litter the world. Expeditions can sometimes retrieve a valuable items from them. But the best ruins are all the hardest to find. Though bear in mind, expeditions to harder to reach ruins, such as a swamp ruin are going to be more worthwhile than trying to loot the ruined tower on the plain that all the village children play in. Cost: 100 Points Abandoned Stronghold: (Mountainous) This stronghold stood for who knows long against who knows what. Its great gates remain closed and no signs of life have been seen for a hundred years or more. Who knows what benefits it may offer. Cost: 100 Points. Special Improvements: Coastal/Port: Any city, town, village etc may by the coastal upgrade that allows it to manage a small number of ships in addition to their trade. Any City which is also coastal reduces its farm requirements by 2. Cost: 10% Point increase to base cost.

ARMIES

Humans: Swordsmen: 10 Men 10 Gold Axemen: 10 Men 10 Gold Polearm Infantry: 10 Men 10 Gold Spearmen: 10 Men 10 Gold Pikemen: 10 Men 10 Gold Archers: 10 Men 20 Gold Crossbowmen: 10 Men 25 Gold Knights: 10 Men 50 Gold Cavalry: 10 Men 40 Gold Horse Archers: 10 Men 40 Gold Siege Engineers: 20 Men 40 Gold Dwarves: Tunnelers: Axe-dwarves: Hammer-dwarves: War-boar Cavalry: Eledhel: Keen Swordsman: Swordsman: Spearman: Pikeman: Cavalry:

Builds Siege Engines

10 Dwarves 10 Dwarves 10 Dwarves 10 Dwarves

20 Gold 20 Gold 20 Gold 100 Gold

Tunnelers

10 Eledhel 10 Eledhel 10 Eledhel 10 Eledhel 10 Eledhel

30 Gold 30 Gold 30 Gold 30 Gold 120 Gold

Dual-Wielding

Anoredhel: Horse cavalry: 10 Anoredhel 100 Gold Heavy horse cavalry: 10 Anoredhel 140 Gold Camelry: 10 Anoredhel 100 Gold

CAMELS!

Glamredhel: Horse Archers: Shortbowmen: Longbowmen: Crossbowmen: Repeater Crossbowmen: Skirmishers: Centaur: Archer: Swordsman: Claymore-Weilder: Dryad: Longbowman: Sniper Crossbowman: Treeman: Pummeler: 5 Treemen Rock-Tosser: 5 Treemen Unicorn: Impaler:

10 Glamredhel 10 Glamredhel 10 Glamredhel 10 Glamredhel 10 Glamredhel 10 Glamredhel

150 Gold 60 Gold 80 Gold 70 Gold 100 Gold 40 Gold

10 Centaur 10 Centaur 10 Centaur

120 Gold 50 Gold 60 Gold

10 Dryads 10 Dryads

60 Gold 100 Gold

100 Gold 150 Gold

10 Unicorn Mounts

40 Gold (Upgrade for Paladin or Holy Knight Unit)

Paladin: Paladin Knight: Knights of Honour: Holy Knight: Holy Cataphract: Crusader: Druids/Warrior Priests: Maceman: Beastmaster: Martial Artist: Werewolves: Werewolves: Merfolk: Harpooners: 10 Mer Drowners: 10 Mer Tridentmen: 10 Mer Naga: Archers: Field Medic: Swordsman: Axeman:

10 Paladin

100 Gold

10 Knights 10 Cataphractoi 10 Crusaders

80 Gold 90 Gold 70 Gold

10 Men 10 Men 10 Men

20 Gold 80 Gold 30 Gold

40 Warhounds

10 Lycanthropes

50 Gold

20 Gold 40 Gold 20 Gold

Only fights properly in water.

10 Naga 10 Naga 10 Naga 10 Naga

80 Gold 140 Gold 30 Gold 30 Gold

Poisoned Arrows (Non-lethal) Helps keep men alive. Poisoned Blades (Non-lethal) Poisoned Edges (Non-lethal)

Giants: Tree-Weilder: Ogier: Gardeners: Longbellows:

5 Giants

100 Gold

10 Ogier 10 Ogier

100 Gold 80 Gold

Can Built Siege Engines and Defences Soldiers.

Khajiit: Warriors: 10 Khajiit Rangers: 10 Khajiit Skirmishers: 10 Khajiit Khazra: Warriors: Bulls: Chargers: Niomus: Scouts: Raiders: Satyr: Slingers Fighters 20 Satyrs 20 Satyrs

15 Gold 25 Gold 25 Gold

Longbowmen Natural Ambushers

10 Khazra 10 Khazra 10 Khazra

20 Gold 25 Gold 30 Gold

Bezerking Bulls. Difficult to control.

10 Niomus 20 Niomus

40 Gold 60 Gold

Flying Hunters, excellent scouts. Soldier Niomus. Best used as pack raiders.

20 Gold 15 Gold

Lock up your women Lock up your women.

SPECIAL Monsters: You may only take Monsters if you have the Monster Tamers trait AND have enough Monster Stables for them. (*VtM = Vulnerable to Magic.) Wyvern: Griffon: Drake: Sphinx: Hippogriff: 1 Wyvern 1 Griffon 1 Drake 5 Sphinx 1 Hippogriff 400 Gold 400 Gold 1500 Gold 400 Gold 500 Gold Flying, Large, Venomous Large, Powerful, Flying, Noble Huge, Extremely Powerful, Regenerative, VtM Size of a Large Dog, Curious, Good Guards, VtM Very Large, Immune to Venom, Powerful, VtM

COMMAND ALLIES

The costs to create a Captain are. (This comes out of your Army Value!) Humans: 50 Gold Dwarves: 100 Gold Eledhel: 100 Gold Anoredhel: 100 Gold Glamredhel: 100 Gold Centaur: 200 Gold Dryad: 240 Gold Treeman: 300 Gold Werewolves: 250 Gold Merfolk: 100 Gold Naga: 200 Gold Giants: 500 Gold Ogier: 250 Gold Khajiit: 75 Gold Khazra: 100 Gold Niomus: 150 Gold Satyr: 100 Gold A Captain is more competent at their job than a Lieutenant, additionally, each hired Captain will get rolled a couple traits by the GM. Eg: Satyr Captain Gotch Apanties. Physical: Pheromones; Hes one horny devil. And good at encouraging others to indulge him. Iron Stomach: Poison Schmoison. This guy can take it!

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