You are on page 1of 22

GUARDIAN OF GOOD.

EVIL HAS LONG PLAGUED THE WORLD OF AINA SARA, AND IT WAS WITH THE RISE OF THE FIRST GUARDIAN MAELOC THE WISE MANY HAVE FOLLOWED IN HIS FOOTSTEPS, BOTH IN THE SENSE OF STANDING UP AGAINST EVIL, AND IN THE SENSE OF BEING GROUND BENEATH THE HEELS OF UNDEAD. BE WE CANNOT LET THAT STOP THE CRUSADE AGAINST THE BEASTS AT THE GATES . WITH THE GODS WE STAND BEFORE THE EVIL OF THE WORLD AND IT TREMBLES BEFORE OUR RESOLVE. TOGETHER WE ARE UNITED IN THE BONDS OF BROTHERHOOD AND JUSTICE. TO RIGHT THE WRONGS WROUGHT BY EVIL. THIS IS OUR DUTY . OUR NATURE. OUR REASON FOR BEING . WE CANNOT FAIL .

DEFENDER OF INNOCENTS: PHYSICAL


Strength of Faith is key to standing against those who assault those who cannot stand for themselves. This is a tenet of faith. An expected code of behaviour. Failure to adhere to this and a man is no Guardian. But there are those whose faith is manifested in their sheer physical power. 1 point in Physical = 1 Trait choice. 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 achillis 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!

DIVINE GIFTS: MAGIC

The power of faith can manifest itself as the will of the gods. Bolts of divine light to strike down the enemies of the gods, great spells to return those near death to you and all manner of power. 1 point in Magic = 1 Trait choice. 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. Bolt of Divine Intervention: See this lightning bolt? Catch. (can come directly from the caster or from the sky, however if cast from the caster, it damages the caster as well. Which is why you try to avoid using it inside. This is a high level spell, and requires a status of 9 in magic or higher.) 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 space-time 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. Holy Fire: Fire from the heavens that will scorch the unrighteous! And it doesn't affect you or any other good being, so you can cast it at point blank range as long as there is no one you like who is impure nearby. 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. 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. Gift of Tongues: Not only will this spell allow you to communicate in any language, it will allow you to communicate with any thing, alive or dead, animate or inanimate. Some things dont have much to say though, and talking to rocks is usually unrewarding, despite the comedy value. But sometimes they know something you dont. 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) Godly Awareness: This spell will heighten your awareness to literally godlike levels for a short period of time, allowing you to spot ambushes early or smell that faint smell that lets you know that your arch-nemesis forgot to put on deodorant this morning (alerting you to the fact that he is nearby, of course). This only works for a little while, though, and isnt really omnipotence, since you have to work out what that smell is on your own. Guardian Angel: Cast this spell on yourself to become a guardian of whatever you need to guard, this increases your motivation, strength, and endurance for as long as you need to guard that thing. Once the danger to it is over though, the spell wears off rather quickly, leaving you slightly disorientated for a while. And it only lasts for a half an hour, any longer then that, and the magical energy required to keep you in Guardian State will overwhelm your body, and you will fall unconscious no matter if there is still danger around you or not. You also can only cast this spell once per two days. 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!

RIGHTEOUS MEN: COMMAND

The power of faith is a strong power. But it is nothing without the support of righteous men and other beings of the world. A man of faith can stand before an army and martyr himself. A man of faith supported by an army of the faithful can bring justice upon them. 1 point in Command = 1 Trait choice. 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 Lamia. 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.

CONTRIBUTIONS OF THE JUST: WEALTH

A just man without coin is just as powerless as a man who simply lacks coin. But a good man is not without the faithful. And the faithful will not stand by while theyre heroes beg for coin that will never help them help others. And so the faithful donate to the just and the just in turn protect the faithful. 1 point in Wealth = 1 Trait choice. 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 20 square km worth of land. Normal Lands: You own 40 square km worth of land. (Requires Small Lands, and you have ONLY 40 square km, these traits are non-cumulative.)

Big Lands: You own 60 square km worth of land. (Requires Small Lands and Normal Lands, and you have ONLY 60 square km, these traits are non-cumulative.) Bigger Lands: You own 80 square km worth of land. (Requires Small Lands, Normal Lands, and Big Lands and you have ONLY 80 square km, these traits are non-cumulative.) Great Lands: You own 100 square km worth of land. (Requires Small Lands, Normal Lands, Big Lands, and Bigger Lands, and you have ONLY 100 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 recompensate 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.

TOIL OF THE FAITHFUL: INFLUENCE

While an army of the Just awaits the faithful toil. They fight to bring information, allies, tools and other things of use to the Guardians of Good for whom they serve. 1 point in Influence = 1 Trait choice. 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 drop-dead 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.

DIVINE DESTINY: DEDICATION

A true man of the gods is dedicated to his cause with unswerving loyalty. 1 point in Dedication = 1 Trait choice. 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 then 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.

Lands and Geographic Location:


Lands are an important part of the Guardian of Goods holy force. Upon these lands your sanctuary lies ready for you to begin your campaign against the forces of Good. The size of your lands dictate how many troops it can support, and how many improvements it has. A Guardian with no lands rules only a simple sanctuary with few troops. A lord with the Biggest Lands rules the largest parcel and has the most ornate sanctuary with numerous troops. NOTE: A Guardian MUST have a Sanctuary. Each Land type gives you a number of points for each Category. Sanctuary and Land Improvement points if not spend on Sanctuary or Land can be spent on the army. No Lands: 20 Sanctuary Points, 0 Land Improvement Points, 100 Army Points. (Cannot re-assign Points) Small Lands: 100 Sanctuary Points, 100 Land Improvement Points, 300 Army Points. Normal Lands: 200 Sanctuary Points, 200 Land Improvement Points, 400 Army Points. Big Lands: 300 Sanctuary Points, 300 Land Improvement Points, 600 Army Points. Bigger Lands: 400 Sanctuary Points, 400 Land Improvement Points, 800 Army Points. Great Lands: 500 Sanctuary Points, 500 Land Improvement Points, 1000 Army 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:

Your Sanctuary is your, well, sanctuary. The place where you can put your feet up after a long hard day of smiting evil. Its the source of your power and, well it makes you feel that what you are doing is right. After contemplating the days events, you can relax here with a hearty meal of roast pig in front of a big fire and read a good book about heroes long past. The Sanctuaries section covers the Sanctuaries and improvements for them. All sanctuaries come in disrepair and you have to buy a quality upgrade to have better. Sanctuaries: (Type) 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. Small Temple: 20 Points: 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.

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. 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. Good Temple: up a bit more. 50 Points: This is an average temple, and it has all a Guardian could need from a sturdy structure, once its furnished

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. Mountain Fortress: 100 Points: A Castle in the mountains. Hard to reach, harder to besiege.

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. 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. 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. 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. 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. 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. 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. Sanctuaries: (Quality.) 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: rather fond of. 100 Points: Your Sanctuary is in good condition, has fitting small statues and architectural affectations that you are

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.

Sanctuaries: (Upgrades.) Expanded Barracks: 25 Points: Your fortress can house your army more comfortably than before. Thus there is less issues of overcrowding. 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. Theater: 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 theater. 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 sanctuary 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. 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 any pansy grains and fruit trees. You want MEAT to resist attack, after all a vegan diet isnt very strengthening after all! Siege Engines: 100 Points: 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: A water-filled moat filled with sharp stakes with which to slow down the enemy assault.

Double Moat: (Stakes) 150 Points: 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: 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. Lands Improvements: Lands are the area surrounding your Sanctuary. There are a number of Good Geographical Locations these are special and have set types of Land Improvements, and benefits and penalties over other Geographical Locations. The default geographical location is plains. Each Land type gives you a number of points for each Category. Sanctuary and Land Improvement points if not spend on Sanctuary or Land can be spent on the army. The Geographical Locations are. 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. 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. Plains/Rivers: Mountainous: Mining opportunities are unparalleled and your lair is hard to reach. However the cold is disliked by your people and food is not an easy commodity to come by. So are villages to guard. 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 Sanctuary to attack because the Guardian has it build on/around an oasis. A Lair in the desert will have its assets well protected.

Plains Land Improvements: (All have the description, followed by the cost.) Foresters: These humans hunt for you and log when required, this Foresters village is no more than a hundred humans loyal 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. Village: 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: 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: 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 Farm: 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 Advanced Farms: 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 Mines: 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 Druidic Stone Circle: 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: 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: 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. Dirt Roads: You have extensive dirt roads connecting your improvements making movement easier. So long as it doesnt rain. Cost: 10 Points Cobblestone Roads: 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) Tundra Land Improvements: (All have the description, followed by the cost.) Village: 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: 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 Farm: 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 Tundra Hunters: These men are the equivalent of foresters, they know the hunt on the Tundra and can keep you up to your ears in walrus meat. Cost 10 Points Druidic Stone Circle: 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 Dirt Roads: You have extensive dirt roads connecting your improvements making movement easier. So long as it doesnt rain. Cost: 10 Points Cobblestone Roads: 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) Whalers: These gruff men and sailors live on the edges of the ice hunting the whales for their meat, blubber and other useful materials. Like whalebone and whale oil. Cost: 20 Points Forest Land Improvements: (All have the description, followed by the cost.) Foresters: 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. Trappers: 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. Village: 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: 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: 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 Farm: 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 Druidic Stone Circle: 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

Logging Camp: 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. Unlike evil nations though, good loggers take the time to reseed the forest as they chop it down. This makes getting the wood take a tiny bit longer, but has less of an impact on the environment. Cost: 20 Points Light Mining: Mining in a forest is nearly useless, mostly it consists of digging into riverbanks to extract the precious ores from within them. Cost: 40 Points Dirt Roads: You have extensive dirt roads connecting your improvements making movement easier. So long as it doesnt rain. Cost: 10 Points Cobblestone Roads: 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) Lakeside/Riverside Improvements: (All have the description, followed by the cost.) Foresters: 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. Village: 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: 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: 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 Farm: 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 Druidic Stone Circle: 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 Logging Camp: 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 Fishermen: Fish is high in iron and antioxidants, good for any growing hero. These men get the fish from the lake/river, and it is among the tastiest meal any guardian could hope for. Makes good trade too, although if carried over long distances without being frozen or salted it will spoil easily. Cost: 20 Points Wetlands: The lake/river is surrounded by a shallow wetland, lots of food is available from it, and its easy to irrigate farms from its water. It also provides slight protection, as advancing through a wetland isnt exactly a speedy task. Cost: 60 Points Underwater Ruins: The ruins of old structures are deep within the lake (must be a lake, not a river, to take this). Expeditions can sometimes retrieve a valuable items from them. But its kinda hard to dive that deep. Cost: 100 Points

Dirt Roads: You have extensive dirt roads connecting your improvements making movement easier. So long as it doesnt rain. Its harder to build roads around all this water though. Cost: 20 Points Cobblestone Roads: Roads paved with cobblestones dont wash away in the rain. Its harder to build roads around all this water though. (requires Dirt Roads) Cost: 20 Points. Paved Roads: These roads are paved with stone bricks and are smooth, making for the fastest (and most comfortable) travel by cart possible. Its harder to build roads around all this water though. Cost: 20 Points. (requires Cobblestone Roads) Stone Bridges: The bridges around here, normally (by default) built from wood, are instead built with stone. Once finished, these bridges are much more durable and far less likely to collapse, even under heavy loads. Also, you cant burn a stone bridge. Costs 20 Points Mountainous Land Improvements: (All have the description, followed by the cost.) Village: 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: 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: 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. Farm: 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. Mines: 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: 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 (2) farms to support them but otherwise will easily produce the bulk of your metal requirements. (Counts as six mines) Cost: 40 Points. City: 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: 150 Points. Walled City: 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. Dirt Roads: You have extensive dirt roads connecting your improvements making movement easier. So long as it doesnt rain. Cost: 10 Points Cobblestone Roads: 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)

Abandoned Stronghold: 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. Desert Land Improvements: (All have the description, followed by the cost.) Village: 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: 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. Oasis Town: 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: 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. Light Mining: Mining in a desert is nearly useless, mostly it consists of digging into dunes to extract the precious ores from within them. Cost: 40 Points Oasis City: 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: 150 Points. Walled Oasis City: 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. Dirt Roads: You have extensive dirt roads connecting your improvements making movement easier. So long as it doesnt rain. Which it wont often in a desert, but when it does flash floods are almost guaranteed, since the best ground for dirt roads are dried up riverbeds. Cost: 5 Points. Silk Road: 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.

Armies:
Certain traits grant you a number of points worth of a particular races troops if you bought them. For non-human elements of your army you must have the trait for them. Now each type of unit specifies a cost, and how many are within that unit. There are more human types than any other race however. (Note: If you dont have a metals based trait your metal weapons are bronze) Humans: Swordsmen: Axemen: Polearm Infantry: Spearmen: Pikemen: Archers: Crossbowmen: 10 Men Knights: 10 Men Cavalry: 10 Men Horse Archers: 10 Men Siege Engineers: 20 Men

10 Men 10 Points 10 Men 10 Points 10 Men 10 Points 10 Men 10 Points 10 Men 10 Points 10 Men 20 Points 25 Points 50 Points 40 Points 40 Points 40 Points Builds Siege Engines

Dwarves: Tunnelers: 10 Dwarves 20 Points Tunnelers Axedwarves: 10 Dwarves 20 Points Hammerdwarves: 10 Dwarves 20 Points War-boar Calvary: 10 Dwarves 100 Points Eledhel: Keen Swordsman: 10 Eledhel 30 Points Dual-Wielding Swordsman: 10 Eledhel 30 Points Spearman: 10 Eledhel 30 Points Pikeman: 10 Eledhel 30 Points Calvary: 10 Eledhel 120 Points Anoredhel: Horse cavalry: 10 Anoredhel Heavy horse cavalry: 10 Anoredhel Camelry: 10 Anoredhel

100 Points 140 Points 100 Points

Glamredhel: Horse Archers: 10 Glamredhel 150 Points Shortbowmen: 10 Glamredhel 60 Points Longbowmen: 10 Glamredhel 80 Points Crossbowmen: 10 Glamredhel 70 Points Repeater Crossbowmen: 10 Glamredhel 100 Points Skirmishers: 10 Glamredhel 40 Points Centuar: Archer: 10 Centaur 120 Points Swordsman: 10 Centaur 50 Points Claymore-Weilder: 10 Centaur 60 Points Dryad: Longbowman: Sniper Crossbowman: Treeman: Pummeler: Rock-Tosser: Unicorn: Impailer: 10 Dryads 10 Dryads 60 Points 100 Points

5 Treemen 100 Points 5 Treemen 150 Points

10 Unicorn Mounts

40 Points

(Upgrade for unit)

Paladin: Paladin Knight:

10 Paladin 100 Points

Knights of Honour: Holy Knight: 10 Knights Holy Cataphract: 10 Cataphractoi Crusader: 10 Crusaders Druids/Warrior Priests: Maceman: 10 Men Beastmaster: 10 Men Martial Artist: 10 Men Werewolves: Werewolves: Merfolk: Harpooners: Drowners: Tridentmen: Naga: Archers: Field Medic: Swordsman: Axeman: Giants: Tree-Weilder:

80 Points 90 Points 70 Points

20 Points 80 Points 30 Points

40 Warhounds

10 Lycanthropes 10 Mer 10 Mer 10 Mer

50 Points

20 Points 40 Points 20 Points

Only fights properly in water.

10 Naga 10 Naga 10 Naga 10 Naga

80 Points 140 Points 30 Points 30 Points

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

5 Giants

100 Points

You might also like