You are a fantasy king. You control a nation with roughly 3 million people. These people have a technology which is around that of western europe at around the year 1100. That is your people have access to chain mail or scale armor, have crossbows, the stirrup, and bows along with the ability to make steel, engineer castles, and other feats that were possible for medieval Europe. This doesn't mean that your culture has to be similar in any way nor do your armies or society have to function in the way.
Unless otherwise noted your country has no magic.
So, how is it fantasy then? Because you have three points to spend from the below advantages that can make your nation magical in nation, or at least its leaders. There are a few other options as well, allowing you to create a larger nation or one which is more technologically advanced. The list below provides the cost for various advantages, you have 3 points to spend.
Population Increase
1: Your population increases to around 9 million people. The amount of wealth your nation has and the size of its armies increase proportionally.
2: Your nation has a population of 25 million, making it quite large by medieval standards.
3: Your nation has a population of around 60 million people, making it a mighty empire. Unfortunately, such a large empire is difficult to control and as emperor you will face dangers both from within your nation as well as without.
Healers
1: Your nation has a number of holy people, perhaps seen as saints or mystics among the common folk, who have the power to heal the sick and injured. You nation will have 100 such people. Ten times per day each, healers can do one of the following acts: cure a person of any diseases he has, heal all of a person's injuries, dispel any curse or evil magic that influences a person, eliminate any deformity, birth defect, or negative physical condition a person might have, revitalize a plot of land that is infertile, cursed, poisoned, or overworked. Healers are also immune to the negative effects of magic.
2: Your nation has 1000 healers as above and they can use their powers as many times a day as you desire. Furthermore, a healer may restore the dead to life, but doing so costs the healer his or her own life and must be done within a week of death.
3: As with 2, but you now have 10 elite healers in addition, who can restore life to one person once a day with a touch. In addition, .01% of your population now becomes standard lesser healers.
If a healer should die and not be brought back to life, then another healer will return to replace the dead, but only at the rate of 10% of your total number of healers per generation.
Paladins
1: Your nation has a number of elite warriors who specialize in fighting the forces of evil. There are 5000 such paladins in your nation. Each has peak human physical prowess and fighting ability. Any melee weapon wielded by them has the ability to instantly slay any minor supernatural creature of evil, such as zombies, wights, lesser demons, redcaps, etc. This power will cause grevous injury to greater creatures of evil but is unlikely to slay with a single blow. They are immune to fear and mind control and suffer only 25% of the effect of evil magic.
If a paladins should die, then other paladins will replace them within a generation.
2: As above but you have 20,000 such paladins.
3: You now have 50,000 paladins in your service. In addition, you have a paladin grand masters who can lead your armies. When the grand master leads an army into battle the soldiers become immune to fear and find their combat prowess increased by 10% along with suffering only 50% of the affects of dark magic. Should the grand master die, another paladin shall replace him.
Special Paladins
You may choose how ever many special paladins from the list below as you like, though each one counts as several normal paladins.
Inquisitor (counts as 100) - this special paladin is as much of an investigator as a warrior. He is older and more experienced than the typical paladin and doesn't have peak physical prowess, but is still a skilled combat and healthy for his age. The inquisitor is immune to all hostil magic and supernatural effects. Furthermore, he can recognize any supernatural creature of magic user by sight as long. As he is within 10 feet. Likewise, he can see if someone is under the effects of magic or if they have been the target of a spell.
Flagellant (counts as 5) - this is a religious fanatic who whips himself into a frenzy to go into combat. In the heat of battle, Flagellants become twice as strong and tough as any normal human and are completely immune to pain, letting them take amazings amount of punishment in battle. Unfortunately, once they have started to fight they will never withdraw until the enemy is defeated or they are dead.
Exorcist (counts as 100) - the exorcist can reverse the effects of any magical enchantment with but a touch. Any creature of evil within 20 feet of the exorcist feels weak, having its strength and dexterity reduced by 25%. Furhermore, within a range of 50 feet, the exorcise can speak a 5 second prayer directed at a supernatural creature of evil. Lesser creatures are killed by this while greater ones are burned and racked by pain, cummulative uses may kill. The exorcist is also immune to negative supernatural effects.
Champion (50) - the champion is a paladin who is skilled at leading others into battle. He can lead a group of up to 100 men, each of which become 50% braver in combat and have their combat prowess increased by 5%. This effect is cumulative with that of the grand master.
Sergeant brothers (10) - you have a group of 100 sergeant brothers, minors members of a palaldin order who are not as expertly trained. These are footmen who are highly skilled in combat and very brave, though not to peak ability as the paladins are. When lead by a champion (above) they become fearless and gain peak combat prowess. The entire group of 100 sergeant brothers counts as 10 paladins.
Faeries
1: Your king and nation has the favor of the fae. One tenth of 1% (3,000 for the average nation) of your standard population are faeries. If you desire, you may halve the population of your nation in order to replace it with either goblins, brownies, pixies, or changelings.
2: As above but 1% (30,000 for the average nation) of your standard population are faeries. If you desire, you may reduce the population of your nation by 90% and turn the remaining citizens into Sidhe or Red Caps or you can replace the entire population with either goblins, brownies, pixies, or changelings. In addition, you have 1000 acres of faerie realm within your nation. Within this faerie realm, the laws of physics don't function as they normally do and are subject to the will of the fae and their allies, not outsiders. No enemy can invade these areas of fae, if they do you have total power over them. Enemies will have some clue before they enter the area - strange mists, faerie symbols, unnatural darkness, magical events, etc. If you desire, you may halve the population of your nation in order to replace it with either goblins, brownies, pixies, or changelings.
3: As above but 5% (150,000 for the average nation) of your standard population are faeries. If you desire, you may reduce the population of your nation by 80% and turn the remaining citizens into Sidhe or Red Caps, you can reduce your population by 90% and replace your population with nymphs, formori, or pookas; or you can replace the entire population with either goblins, brownies, pixies, or changelings. You now control 10,000 acres of faerie land.
All fae who are slain return to life within one generation. All fae are vulnerable to holy magic. Cold iron burns their skin as if it were red hot, though wounds inflicted by any weapon other than cold iron or holiness heals within a number of hours.
Types of Fae
Goblins - these are small creatures about 4 feet in height with strangely inhuman features that vary from goblin to goblin. They have the average strength and toughness of a man but are 50% more dextrous than humans. They can see in absolute darkness but have poor daylight vision. Goblins come with brass armor and weapons.
Red Cap (counts as 5 faeries) - redcaps are twisted and evil fairies who prey upon humans. They have a humanoid but monstrous appearance along with leathery gray skin, blood red eyes, and sharp claws. They have peak human combat ability and 50% greater than human peak strength and dexterity. They can see in absolute darkness but have bad daylight vision. Red caps seem to exude an aura of fear that makes mortals uncomfortable.
Brownies - brownies are small fairies that look much like humans but they are 3 feet in height and have pointed ears. They are twice as dexterous as humans but have only have the strength. Brownies have very sharp senses and are experts at hiding and sneaking.
Changelings - these are beings with the blood of humans and of faeries. They have the same physical and mental abilities of humans as well as a normal human appearance, though they also have the natural abilities and weaknesses of faeries as well.
Dire Wolves (counts as 4 faeries) - this is a hue and powerful wolf, almost the size of a small horse. Dire wolves are more intelligent than other canines and can follow commands without oversight. They can also be used as mounts for goblins.
Nymphs (counts as 10 faeries) - a nymph appears as a beautiful nude female. She may only manifest within the wilderness or natural areas. A nymph can control any natural animal that she can see, though only 2500 pounds (or up to 1000 creatures) of animal at once point in time. A nymph can step into a tree or sink into the earth in an instant, appearing anywhere within a mile radius away as long as its in her forest. They have peak human dexterity but normal female human strength and toughness. They have supernatural senses and know anything happening in the woods around them for a mile around.
Formori (counts as 10 faeries) - these are huge towering creatures with the strength and toughness of 6 humans with peak ability. They have massive claws and teeth and are immune to fear and pain. They regenerate damage dealt to them from non-magical weapons or those not made of cold iron, recovering from terrible wounds within seconds and even decapitation within an hour if the body isn't burned or the wounds are made with cold iron.
Pixies - Pixies are small creatures about 6 inches tall, looking like attractive humans with insectoid wings. They have virtually no physical strength, but are amazing fast and can fly at up to 60 mph. They can become invisible at will but only if they remain motionless. A pixie can put a mortal into a deep sleep with a touch.
Raven - this is just like the bird, but it has human like intelligence and it can speak and understand human languages.
Sidhe (counts as 5 faeries) - a sidhe resembles a elf. It is tall and attractive, looking like a human but having pointed ears and luminescent eyes. Sidhe have peak human fighting ability, toughness, and strength and are twice as fast or dexterous as any human. They have keen catlike senses. Each sidhle comes with brass armor and weapons.
Pooka (counts as 10 faeries) - a pooka has a normal form not unlike that of a goblin, if perhaps somewhat more attractive. Their power is that they can change their shape into that of any natural vertebrate that weighs 2000 pounds or less. While in this animal form they retain their intellect but otherwise have all natural abilities of the animal.
Faerie Circle (counts as 100 faeries) - this is not an actual faerie, but instead a magical spot such as a circle of standing stones, a magical glade, and enchanted cave, or other thematic structure somewhere in the world. This special location serves as a gateway to your fae realm and allows your faeries to travel to and from this gateway as they please. Others may use the gateway as well and travel to your faerie realm. If the structure of the gate is destroyed, it ceases to function, but another gate will open elsewhere in the world within a century or so.
Faerie Smith (counts as 100 faeries) - a faerie smith is one that knows the ancient secrets of forging mythril. This magical metal is lighter than steel but considerably stronger. Mythril has a different appearance depending on the nature of the faerie forging it - for the unseelie fae, it appears utterly black and cold to the touch. For the seelie fae, it has a golden appearance and seems to glow like the sun. For others it varies. It takes a full year for the seelie smith to forge a mythril sword. It takes six months create a smaller weapon such as a knife or spear point. Forging a partial suit of armor, such as a breastplate or hauberk takes 5 years and a full suit of armor takes 10. If you select a faerie smith, your faerie king (if you have one) automatically starts with a full set of mythril arms and armor.
Enchanted Grove (counts as 500 faerie) - this is not a actual faerie but rather an area of woods somewhere within the material world surrounding the fae realm. This area of woods is always verdant, green and comfortable even in the harshest winter or most devastating drought. The grove can provide food and water for any who dwell in it, and can do so indefinitely. This alleviates the need to agriculture or other concerns for all of the people surrounding the enchanted grove for miles around. The downside is that the enchanted food and drink there makes humans who partake less productive, they will be more inclined to have wild parties and or merely laze about enjoying the perfect beauty of the enchanted grove.
Dark Forest (counts as 500 fae) - the dark forest is not a faerie either, but rather an area of dark and dangerous wilderness that has been enchanted with dark magic. The dark forest has many dangers which could include ferocious animals, poisonous insects, bogs with quicksand, thorn bushes that make the area virtually impossible to travel through, poisonous flora, deep crevasses, blowing winds, thick fog, or almost any other environmental hazard one can imagine that matches the character of a faerie king. Most beings traveling through this land find themselves in constant peril, though faeries can move through the land with no difficulty or danger. This could take other forms aside from a forest, including a massive labyrinth or system of caves.
Faerie Castle (counts as 500 fae) - this is a massive castle that rises up above the surrounding landscape. Its construction shows is magical nature not only in its style but of the materials the castle is constructed from, which is usually something that reflects the nature of the faerie king who rules it. An unseelie king's castle may be made of obsidian or blackened metal, that of a seelie king may be made of shinning gold or perfectly cut crystal, while the castle of a horned king may be made of supernaturally durable wood or carved from a living mountain. What ever the nature of the castle, it is virtually impenetrable by technology or magic. In addition, the castle holds a gateway to the faerie realm.
Faerie Queen (counts as 100 faeries) - if you have a faerie king, this gives you a faerie queen. The queen has all of the powers of the kind of faerie king that you have, but does not grant you additional faeries as a percentage of your population like sidhe or redcaps.
Faerie King (counts as 5,000 faeries) - You are a king among the fae and a powerful magical force. The faerie king has twice a the strength and toughness of the peak human ability and 4 times the dexterity. He cannot be harmed by non-magical weapons, though cold iron, magic, and holy weapons can effect it normally. The faerie king has incredible senses, it can see in the deepest darkness or can hear a mouses heartbeat from a mile away, despite this it does not suffer from sensory overload. The fae is immortal, it does not need to sleep, eat, or breath nor is it affected by environmental extremes. The faerie king can teleport to anywhere it has been before with merely a thought, though not into rooms or buildings where every entrance is protected by some cold iron charm. He may fly through the air at a speed of 100 mph.
Within the faerie realm, the faerie king is a virtual god - the fae can make it day or night, summer or winter, can control time or temperature, can raise or lower mountains, and has control over every animal and plant. Changes made within this realm cannot affect the world outside, though mortals can enter this realm if the king allows it, in doing so they put themselves at the faerie king's mercy.
Unseelie King - if you choose, your faerie king may be unseelie, one of the dark faeries.As an evil faerie, you have power over illusions, fear, and darkness. You can create what ever illusions you desire within 100 feet of yourself. This can include sights, sounds, smell, even sensations like heat and cold. This includes making oneself or others appear different or even creating entire illusionary landscapes. These illusions can even provide tactile sensation, though they cannot inflict real harm. Illusions of this kind can also make things invisible, including large structures. By concentrating on a single foe within line of sight, you can create illusions of that victim's worst fears - causing them to fly in terror. Within the faerie realm, these illusions can harm people as though they were real, An unseelie fae can cause a huge area to become dark and shadowy, like twilight, this area can be extended out from the fae at a radius of 1000 feet and it causes all living creatures in the area to become afraid and nervous. The unseelie fae can control the dreams of anyone whom he or she knows the full name of, using this to communicate or to give the victim horrible nightmares - though a person on holy ground cannot be affected. Unseelie fae are completely immune to cold, while any weapon they wield feels unnaturally cold and causes debilitating pain to those injured. Unfortunately for the unseelie fae, his special powers only function at night. If you have an unseelie king, you may choose to turn .1% of your human subjects into red caps.
Seelie King - This is like a the unseelie king, but now you are a good faerie. You control powers of warmth and light. Within the lands ruled by the seelie fae, all crops grow 10% faster and larger and will be healthy. Within this area of influence winters will be milder, animals will be happier, and there will always be the right amount or rain and sunshine. You can cause a one mile area around you to be filled with a golden glow, making allies within this area fill comforted and calm. With a touch the seelie king can reverse any negative enchantment or evil affect. If the seelie king concentrates, he can surround himself with a shining golden aura of protection that makes him immune to any harm except holy damage or cold iron, but he can do nothing more during then time than a slow walk or other light activity. If you have a seelie king, you may opt to turn .1% of your human population into sidhe.
Horned King - This faerie king is neutral regarding the battle between the seelie and unseelie courts. He has might horns upon his head like that of a stag and he is clad in garments made from vines and leaves. The horned king has the same powers that nymphs and pookas do. The horned king can control plants as well. He can cause every tree, vine, or bush within 1000 feet to lash out at enemies - tree limbs have twice the strength of a human while other plants are generally weaker than humans. At will he can cause a wall of thorns to instantly spring up - this wall is 100 long, 10 feet tall, and 10 feet thick. When in the woods, he may alter the temperature in a 100 mile radius by up to 30 degrees and may increase or decrease wing speed by 20 mph. If the horned king rules your nation, then up to .1% of the human populace can be changed to nymphs, pookas, or a combination of both. The horned king does not like technological advancement and his kingdom will never advance beyond the medieval level.
Vampires
1: Your king is a vampire. You have 5 times the maximum human strength and 3 times maximum human dexterity. Your combat skill is also at the human peak level. Minor wounds inflicted to your body heal within seconds while major injuries like having a severed limb take minutes to heal - the exception being damage dealt by sunlight or holy items or powers, such injuries take many days or even weeks to recover from. You can continue fighting at almost maximum efficiency unless you are decapitated or your body is thoroughly demolished - you are virtually immune to pain. Sunlight is highly damaging and painful to your, burning your flesh like fire. The sun burns about 10% of your body per minute of direct exposure or 1% per minute of indirect or covered exposure - meaning you die within between 10 and 100 minutes of exposure to the sun. The sunlight also has the added effect of reducing your strength and dexterity down to peak human levels. Even if your body is completely destroyed, you will magically reform in your inner sanctum within 10 years. You get to select 3 vampiric powers from below. You cannot transform others into vampires. One tenth of one percent (3,000 for the typical fantasy nation) of your populace are vampiric servants as shown below.
As a vampire, you must drink a pint of humanoid blood every week or lose 5% of your physical prowess for each week missed. You also crave the blood of the living and have trouble resisting the urge to kill and drink blood. Among your other weaknesses are that you can't enter holy ground, you take damage from the touch of a good holy symbol, you can be repelled by those with faith or an extremely innocent heart.
On the plus side, you have a number of other powers. You can see perfectly well at night, even in absolute darkness. You have a sense of smell and hearing twice as good as that of a human. Despite being virtually immune to pain, you still have human pleasures and sensations. You can adhere on any surface like an insect and move at normal speed.
2: Your king is a vampire. You have the same abilities as above except that your strength is now 10 times human maximum and dexterity is 4 times human maximum. You also get 5 vampiric powers from below. In addition, you can now create and control vampire servants, but may only have 3 in your dominion at one time, they have the abilities described above. One percent (30,000 for the typical fantasy nation) of your populace are vampiric servants as shown below.
3: Your nation is ruled by a vampire demon, a demonic creature of the Abyss who has the power to turn mortals into vampires. He has 20 strength, 6 dexterity, and 20 toughness. He automatically gets the following vampire powers: Iron Flesh, Horrific, Flight, and Beast Form. They get 5 additional vampiric powers. He has three minion vampires, each with the powers and servants as the vampires described in level 2 and those each have 3 vampire minions as described in level 1. Five percent (150,000 for the typical fantasy nation) of your populace are vampiric servants as shown below.
Vampire Powers:
Domination
The vampire can look into a mortal's eyes and make him or her its slave. It merely speaks the words and the mortal must obey. It can only command 10 (5 for fledgelings) such mortals at a time, but once it takes control, that mortal remains under control until the vampire releases him or the vampire dies.
Flight
The vampire have the power to fly through the air at a speed of 100 (50 for fledgelings) mph. It can move quite gracefully or even hover in place.
Invisibility
The vampire can become completely invisible, not because light passes through it but because it clouds the minds of observers. It cannot attack or fight and remain invisible, but if it isn't violent you can sneak past anyone quite effortlessly. Becoming invisible takes about 30 seconds of concentration.
Necromancy
The vampire can animate the zombies like an acolyte necromancer but can only control 5000 (1000 for fledgelings) at a time.
Iron Flesh
The vampire's skin is as hard as iron and cannot be pierced by normal weapon, only magic or enchanted weapons can affect it or damage its flesh. Fire will still damage it though.
Day Walker
The vampire is resistant to the light of the sun, taking damage from sunlight per 10 minute time interval instead of per minute.
Potent
The vampire is stronger than most vampires, its strength increases by 4 (2 for fledgelings) times the strength of the strongest human.
Temperance
The vampire no longer has as strong a need for human blood, it only needs to drink a pint a month instead of a week. A fledgeling vampire with Temperance only counts as 5 vampiric servants.
Earth Meld
The vampire can magically sink into the earth to prevent it from being exposed to sunlight or attack, doing this takes a full minute of concentration but once completed no amount of digging can reveal its body.
Life Drain
The vampire has the power to drain the life from any enemy with but a touch - anything alive dies that the vampire touches and undead creatures are drained of their animating life force and collapse.
Shadow Mastery
The vampire can control shadows and darkness with a range of up to 500 feet. This can fill the entire area with darkness, can create dark shadowy shapes, can darken a room, or can blot out the light of a single candle. The only light not affected by this is sunlight, which dispels this magical darkness.
Animalism
The vampire can control animals, a certain number of pounds of animals (down to the size of rats or bats) can be controlled at a time. Vampires can control 3000 lb (1000 for fledgelings) of animals at one time. Any vampire can with this power can control its riding mount, even if it exceeds the weight allowance.
Horrific
The vampire has a fearsome appearance, striking terror into all who see it. Weak willed individuals flee in terror at the sight of the vampire, while even battle hardened warriors suffer a 25% penalty to their combat reflexes while in close proximity to the vampire. This doesn't count as a power since it is a weakness as well as a strength.
Beast Form
The vampire can change itself into the form of a monstrous creature, combing the qualities of a human and a bat. While in this for the vampire finds its strength and toughness increased by 25% and it has large claws and sharp fangs for combat. It also has wings that allow it to fly at a speed of 50 mph, which is cumulative with the flight power above.
Animal Form
The vampire can change its shape into animal or humanoid of its own size or smaller, down to the size of a small bat or mouse. This can include the ability to look like any human, but also allows the vampire to take the shape of flying animal to gain its mode of transportation.
The following list are the servants a vampire can have:
Blood slaves are humans who are addicted to vampire blood. They are twice as strong as normal humans and are so fanatically loyal to their vampire master that they are immune to fear. They also have advanced healing abilities and are able to recover from wounds in a matter of minutes or hours, depending on the severity of the wound and can even heal back severed arms or legs. These humans tend to have at least one peak ability, such as peak human fighting ability, peak human intelligence, extreme beauty, etc. A blood slave is created by feeding vampire blood to a mortal.
Ghouls are lesser undead in service to vampires. They are twice as strong as the strongest humans, just as dexterous as humans, and have the same durability as vampires do, though they do not regenerate from their wounds nearly as quickly - it takes them hours or days to recover from injury instead of seconds or minutes. They have intelligence and free will, but are about 20% less intelligent than humans. They appear to be rotted corpses with luminescent eyes, sharp teeth, and claws. They have the same weaknesses as vampires to holy items though they do not burn in the daylight but merely become 50% weaker. They insatiably crave the flesh of the dead and must eat or lose their strength as vampires do when they do not feed on blood. They have perfect vision in absolute darkness. A ghoul is created by feeding vampire blood to a corpse.
Hell Hounds are huge ferocious dogs or wolves that have been feed the blood of a vampire. They are twice as large and powerful as a wolf and slowly regenerate at the same rate that blood slaves do. They are totally obedient to their vampire master and have an erie cunning that most canines do not have. They have all of the abilities of canines, including the ability to track by scent. Hell hounds are created by feeding a wolf or large dog the blood of a vampire.
The vampire can have a swarm of insects, rats, birds, or bats. These creatures occupy about 1000 cubic feet of space. They can generally only inflict minor injuries unless the victims are unable to escape, but are great at causing fear or acting as a distraction.
The vampire can have a fledgling vampire as a servant. This vampire has the same powers and weaknesses of normal vampires, though they only have 4 times the strength of the human maximum and twice the peak dexterity. A fledgling vampire has only 1 vampiric power and it must be one that its master has. A fledgling vampire counts as 10 servants instead of one.
Necromancy
You're a necromancer lord who animates the dead to create an unstoppable horde of zombies and other undead creatures.
Zombies can be raised by the dead by yourself or any of your necromancer acolytes. Each one has virtually no intelligence of its own but will obey the will of its necromancer master. They are 50% stronger than humans, 50% less fast and dexterous, and extremely difficult to kill. To take down a zombie you must hack it to pieces, cut off its dead, or otherwise pulverize the body until it is useless. Animating a zombie takes a ten minute ritual and can be preformed on any more or less intact corpse. Zombies do not decay, but do wear out over time. For each year that passes, 1% of the zombies in this army become unusable for some reason such as injury, rot, wearing out, or something similar. As other undead, they are immune to poison, disease, thirst, hunger, fatigue, etc.
Animating a creature as the undead doesn't just enslave the body, it enslaves the soul. The soul of the unfortunate victim is wrenched out of the afterlife and imprisoned in their rotting body. Trapped in their fetid corpse, they exist in a fog of agonizing cold, mental anguish over their state, and horrific nightmare-like visions of the worst parts of their former lives. They do not display any intellect because the torment of their undead state is so consuming that they cannot think clearly on their own. Because their soul is utterly enslaved by necromantic power, they are compelled to obey every order of their necromancer master even if it involves killing people whom they once loved - actions which will repeat themselves in their mind over and over again. The only release from this tormented state is total destruction of their corpse which breaks the chains of evil magic and releases the soul. Should a necromancer be destroyed, his zombie slaves will be free from his control but still imprisoned inside its corpse, they will have been driven mad by so much suffering and will attack any living thing that they see.
Necromancers can create more advanced undead creations as well. These are more difficult to control and more time consuming to create.
Wights are a powerful form of undead created by necromancers. Each one takes a single necromancer a week to create from a humanoid body. A wight is twice as strong as a mortal, just as dexterous, and even more durable. Wights can only be killed if their bodies are completely destroyed, even decapitation cannot destroy them. Also, they do not wear out as zombies do. Each wight has human-like intellect but only the vaguest memories of its human life, it is now devoted to the necromancer. Any weapon wielded by a wight courses with dark necrotic energy, causing it to instantly kill any living creature it pierces the flesh of. When a wight kills a living creature, it recovers from 10% of what ever wounds that it has, meaning that 10 kills will restore a wight to full health. Another variant of a wight is a death knight, a human wight with a wight horse steed. Because it takes more energy to control and maintain wights, each one counts as 10 zombies for a necromancer to control and a death knight counts as 20.
Necromancers can also animate other creatures as zombies than humans. These creatures become zombies in much the same way as humans do - having their strength increased by 50%, their speed and dexterity decreased by 50%, and becoming as difficult to kill as any undead are. Zombies of non-humans are, however, often a little more difficult to control than those of humans. Hobbit, goblin, hobgoblin, gnomes, and dogs/wolves count as a one human zombie each for purposes of control. Dwarves, elves, beastmen, and horses count as two each. Draconians, ogres, bears, worgs, and large cats count as 10 each. Flying eagles count as 50 each. Elephants or rhinos count as 100 each. Baby dragons or giants count as 1000 human zombies each. Other creatures will be decided based on their power and size. None of these special zombies have any supernatural power they had in life - a gnome zombie is simply a smaller version of a dwarf zombie and has power over earth or stone.
Abominations are huge undead constructs made from the bones of giant creatures or numerous smaller creatures. They are a mishmash of flesh and bone, sometimes with numerous limbs or multiple heads or layers of bone armor. They are gigantic, weighing thousands of pounds and having the strength of over 20 men, though they are slow and lumbering. They are virtually impossible to destroy, requiring siege machines, explosives, magical weapons, or other creatures of incredible strength. They are, however, particularly vulnerable to holy weapons and the power of good priests. They have the lack of free will of zombies and all of the immunities of zombies as well. Creating such a creature requires a year of constant work by a single necromancer, though the labor can be split between multiple necromancers for a faster job - 6 necromancers wold take two months. Abominations count as 500 zombies for purposes of control. Abominations slowly wear out like zombies, they need 1000 pounds of dead flesh added per year to prevent it from losing 5% of its strength and durability.
Some necromancers can animate skeletons as well. Skeletons have the same strength, speed, and dexterity that they did as humans. To destroy them, you must break apart the skeleton, and since they have no flesh this makes them somewhat more fragile than zombies, though they are virtually immune to certain kinds of attacks because of their skeletal nature. Otherwise, they have the same mental abilities as zombies do. Skeletons count as 3 zombies each because necromanctic energy is required to do the work ofthe muscle and flesh that is gone.
1: Your king, or one of his powerful servants, is a necromancer. All necromancers get the following powers. They can animate undead as below. Any living creature within 50 feet who makes eye contact with a necromancer will die and instantly become a zombie if the necromancer has the ability to control more minions. A necromancer can surround himself with a cloud of necrotic energy, making himself immune to harm and magic as long as he maintains concentration and and doesn't move faster than a slow walk, though even when he is not concentrating this necromantic energy reduces the effectiveness of all attacks against him, physical and magical, by half. Necromancers can shoot a ray of dark energy from their finger tips with a range of 500 feet, any creature struck by it will instantly die or be stunned for 10 minutes if undead. Undead creatures attacking a necromancer, whether in melee, with a ranged weapon, or magically, have only half of their strength, dexterity, or accuracy to do so and their magic only has 1/4 of the normal effect. Necromancers can heal any wounds they have suffered by touching an enemy and draining its life force - one touch of a necromancer will kill any living thing if the necromancer wishes. If a necromancer should lose his mortal life by violence, he will arise as a necromancer wight one day later. The necromancer can control 100,000 undead at once, plus 10,000 per generation. Necromancers don't come around every day, if he is destroyed it will take 2 generations to replace him.
2: As above, but your necromancer now has 10 acolytes. Each one can animate the undead and can control 10,000 at one time. Aside form that, the only other power that they have is to kill with a touch to heal themselves. You gain one new acolyte per generation, either to add to your total or to replace the dead.
3: As with 2, but now you are a lich. The necromancer knows the secrets of storing souls in phylacteries instead of merely in the bodies of undead creatures. However, only willing individuals with some degree of magical power can have their souls stored this way. Your necromancer is now a lich - having all of the powers of wights and necromancers combined and can control 10 times as many of the undead. In addition, when ever a lich dies its body crumbles into dust and will reform 1 month later at the location of the phylactery. These phylacteries are immune to all magical scrying and divination and are protected by powerful magical enchantments. You get 10 new acolytes every generation. In addition to the above, .1% of your population becomes a free willed wight after death.
Werecreatures
1: Your nation has a number of shape shifters within its ranks. Roughly 1% of your population will be shifters, meaning about 30,000 for a typical nation. This number can grow as your population increases. Each shape shifter has the form of a normal human but can also assume an animal form - usually that of a huge wolf, cat, or bear. This shape can be assumed at will and gives the shifter tremendous physical prowess and combat ability, its exactly strength, swiftness, and nature weapons depending on the nature of the animal. It will have all of the normal abilities of those animals in addition to human intellect, such as the ability to track by scent. These werecreatures can be harmed by normal weapons but heal at 3 times the normal human rate. If you only fight with the males, then all loses are replaces in a generation. If females die in large numbers though, loses become more long lasting.
2: As above, but now the form assumed by the shifter is even larger and more ferocious than before and now has a more human appearance - it can use its claws to grasp objects, walk on its back legs, etc. These shifters slowly regenerate from damage and can recover from most damage in a number of days and can even regenerate from major harm (like missing limbs) in a few weeks. Alternatively, you can have 2% of you population be type 1 shifters.
3: As 2, but now your shifters have greater magical resistance to injury. They can regenerate from any injury not inflicted by silver, magic, or holy weapons with a matter of minutes. Alternatively, you can have 2% of your population be type 2 shifters or 5% of your population be type 1 shifters.
Greater Shifters - certain shifters may be particularly powerful or have special abilities above and beyond a normal member of their kind. Each such special shifter counts as a certain number of normal shifters. The same individual can have multiple special abilities for a cumulative cost.
Beast master (counts as 10) - the shifter can control 1500 pounds worth of the kind of animal that is linked to the shifters, which could include one large bear, 15 wolves, 5 lions, etc.
Alpha (counts as 5) - the alpha is an incredibly powerful shifter. It is 50% stronger, tougher, and faster than the typical peak for shifters of its kind and has peak fighting ability.
Shaman (counts as 10) - the shaman has the ability to heal other shifters of its type, but not humans or other creatures. It cannot heal as quickly as a healer can, but instead takes an entire day of rituals or special care to heal the shifter targeted. The recipient of the healing regenerates all wounds, diseases, injuries, negative medical conditions - including missing limbs.
Berserker (counts as 2) - when in combat the shifter goes into an uncontrollable frenzy, increasing its strength by 50% and becoming immune to pain and fear. Unfortunately, in this state the shifter will become undisciplined and will not flee from a fight until the enemy is defeated or it dies.
Wizards
1: Your king or one of his highest ranking servants is a wizard. He gets 5 powers from the list below and learns one additional power every generation. If he should die, he cannot be replaced for 5 generations.
2: As above but your wizard gets 10 apprentices, each of which knows 2 powers. Dead apprentices are replaces at the rate of 1 per generation. You also get 20 alchemists, each of which know one power, but it must be asterisked. You get 10 sorcerers as well, who can get 3 powers marked with a dollar sign each. Alchemists and sorcerers are replaced at the rate of 5 per generation each.
3: As above, but you now have wizard schools which can increase your number of apprentices and sorcerers each by 5 per generation up to .01% of your total population. You also train 10 alchemists per generation, up to .05% of your population.
Wizard Powers:
The time it takes to cast each spell is listed next to the name.
*Brew longevity potion (1 month) - you have the ability to brew a potion that restores 5 years of youth to the drinker. This process takes a month of work.
*Brew invisibility potion (1 month) - this potion causes the imbiber to become invisible for an hour. It takes a month of work to create such a potion.
*Brew potion of immunity (1 month) - with a month of work, the wizard can brew an immunity potion. When imbibed this potion makes the wizard immune to one of the following for 24 hours : potion, disease, heat and fire, cold, electricity, mind control, or caustic substances. Each potion can only make the wizard immune to a single effect, though he can imbibe multiple potions or multiple effects.
*Brew healing potion (1 year) - the wizard can brew a potion that when imbibed will heal the drinker of all injuries, diseases, or negative health conditions. This potion takes a year of labor to brew.
*Brew potion of resurrection (1 year) - the wizard can create a magical potion which will restore one single living creature to life. Creating this potion requires a year of labor and 100 potions of healing. The potion will heal what ever ailments that the person to be restored had, including what killed them, but it will not work on someone who died of old age.
*Brew potion of vigor (1 week) - the wizard may create a potion that causes the drinker's physical attributes to tremendously increase. The drinker gains double peak human strength, dexterity, and endurance for an hour. Brewing this potion takes a month.
*Lead to gold (1 month) - you can transform lead into gold, it takes 1 month of work for each 10 pounds of lead changed into gold.
$Magical assault (1 second) - you can fire energy from your fingertips, the kind of energy is up to you and can include anything from fire to freezing cold to lightning to acidic spray. This attack has a range of 300 feet and has enough power to kill a large animal such as a bear instantly. Using this attack takes about a second of concentration.
Druid (constant) - you now have power over the forces of nature. You have all of a nymph's powers but they can only be used while in a forest.
Summon demon (1 hour) - you can summon any kind of normal demon and keep it as your servant until it is destroyed. This requires an hour long ritual and a human sacrifice. Unlike a warlock, you are not allied to the demon and have instead pressed it into service against its will. The demon hates you for this and while it will obey the letter of your instruction, it will covertly work against you in what ever way it can and should it be freed from bondage it will do what it can to destroy you and those you hold dear.
Charm (1 second) - by touching a human and saying the magical words (taking about 1 second) you can charm that person. A charmed individual considers the wizard to be his best friend and will risk his life to help the wizard but wont violate deeply held principles. A wizard can only keep on person charmed at a time and each charm lasts for a month, though it can be renewed. Strong willed individuals might be able to resist, but they are 1/100 but include player character leaders.
$ Flight (instant and constant) - you can fly or hover through the air with a speed of 100 mph.
$ Magical infusion (constant) - magic flows through your veins like blood and fills you with its power. You have twice the strength, dexterity, and toughness of any human and your body regenerates from any injury it receives (short of death) within a number of hours. You also have a 50% chance of resisting any magical attack directed at you and suffer only half of the effect of harmful magic.
$ Dispel magic (5 seconds) - the wizard can, with 5 seconds of concentration and chanting, dispel any single magical effect within 100 feet. This undoes vampiric charms, curses, polymorphs, or anything of the sort. It also instantly destroys demons, faeries, or undead - though vampires, liches, and faerie greater faeries are merely stunned for about a minute if targeted.
Portal (1 minute) - by speaking (takes 1 minute to cast) the magical words, you may open a 5 foot diameter magical portal. This portal can lead to any place on the earth where the wizard has seen before and lasts until you dismiss it or open another portal. During the 1 minute it takes to cast this spell, a shimmering disk appears on both ends of where the portal is to open. Portals may only be opened into a building that has the right magical symbols inscribed onto a floor or wall, otherwise the portal must appear just above the earth or water.
$ Force field (instant) - with just a thought, the wizard can erect a magical protective barrier around himself. This barrier is static and protects a 10 foot radius around the wizard. No force or magic can penetrate this barrier, in or out, though the wizard can't use other magic while it is active.
$ Mage armor (instant and constant) - the wizard is always surrounded by a field of magical energy that moves along with him. This armor protects the mage as well as the highest quality steel plate armor but protects every inch of him, including eyes and joints.
Polymorph (1 second) - the wizard may change himself or any nonmagical living creature within 100 feet into another creature. This spell will transform the target into any animal of 1000 pounds or less or down to an ounce. This transformation bestows all of the creatures natural abilities but the target keeps his own mind. This spell takes about 1 second to cast and the change takes about 10 seconds. The wizard can reverse this spell at will.
$ Rain of Destruction (3 seconds) - the wizard can cause his magical assault to affect a large area instead of merely a single target. This causes either a blast of energy centered on a target within 300 feet that has a 15 foot radius or a cone 100 feet long and 10 feet wide at the terminal end. The prerequisite of this power is magical assault.
Scrying (5 seconds) - with the use of a crystal ball or other magical device, the wizard can scry on far off lands. It is as though he is seeing through a remote camera that can fly at a speed of up to 100 mph. Scrying can instantly target any area that he has been to before or that he has scried upon before, for areas that he has never seen, he must send the magical remote eye there at the speed of 100 mph.
*Familiar (constant) - the wizard has a single animal familiar. This familiar has human intelligence and the normal abilities of an animal of its type, which must weigh less than 20 lb. The wizard and familiar have a constant mental link which allows telepathic communication.
$ Imp familiar - the wizard has an imp as his familiar. This has all of the powers of the imp in the demon section. It must be summoned with a human sacrifice and if destroyed may be summoned again with another.
Contingency (constant) - should the wizard be killed or incapacitated, his body will be teleported to a secret sanctum that no others can enter. There his body will be revived slowly over time. It takes a full year for a slain a wizard to regain his health in this way.
$ Enchantment of Protection (30 seconds) - this spell causes every ally of the wizard within 1000 feet to have a weak aura of protection around them. This aura is like mage armor but only protects as well as common quality chain mail armor. This spell lasts as long as the wizard doesn't cast another spell.
Craft Golem (1 year) - the wizard can create a servant made of stone, a golem. This creature stands 8 feet tall and is immensely heavy. It has the strength of 10 of the strongest men and flesh as hard as granite, though its dexterity and walking speed is only half of the human average. It is immune to poison, disease, fear, thirst, and hunger and highly resistant to extremes of temperature and energy attacks. The golem requires a year of constant work for the wizard to build and he can only control three such creature at any point in time, it also takes a 100 craftsmen working along with the wizard over that year. Golems do not heal from injuries naturally, though it may be repaired by its creator - taking roughly 1 month of work per 1% of its body mass repaired.
Ritual of Weather (1 hour) - the wizard performs an hour long ritual which can allow him to alter the weather. For the next 48 hours after the ritual is complete, the wizard can change the temperature by as much as 40 degrees fahrenheit up to 110 and down to 0. He can change precipitation by up to 2 inches per hour and can change wing speed and direction by 40 mph. This affects a 10 mile radius around the wizard.
$ Minor Necromancy (as necromancy) - the wizard can animate the dead just as a necromancer can but can only animate zombies and can control only 1000 at one time.
Wizard's Sanctuary (1 generation) - the wizard can construct a magical building that only he or those he allows may enter. This sanctum is immune to harm, its walls cannot be breached nor can anyone sneak in. Furthermore, the wizard has enough food and drink in his sanctum to supply up to 10 people indefinitely. It takes a full generation for such a sanctum to be constructed and enchanted and the wizard can only have one such sanctum at a time.
Scribe Scroll (1 month) - the wizard can create a magical scroll that contains the magical energy of a single spell which the wizard knows how to cast. Any wizard can cast this spell even if he doesn't know it. Necromancers, alchemists, sorcerers, warlocks, faerie kings, demons, and dragons can also cast spells from a scroll. Using the scroll takes twice as much time as it takes to cast the spell plus 30 seconds. The spells that can be scribed onto a scroll are ritual of weather, enchantment of protection, scrying, magical assault, rain of destruction, portal, minor necromancy (gives the caster the ability to animate undead for 1 day), charm, flight (1 hour duration max), dispel magic, mage armor (1 hour max), polymorph, and force field.
Enchantment (a generation or more) - the wizard can create a magic item that has a permanent and continuous effect that mimics that of another power of the wizard. The nature of the item will depend on the power it holds, it could be a ring of invisibility, a staff with magical assault, or anything else appropriate. The powers that can be duplicated by the enchanted item (assuming the wizard has the original spell) are immortality (longevity potion), potion of immunity, potion of invisibility, potion of vigor, magical assault, flight, magical infusion, minor necromancy, mage armor, polymorph, dispel magic, or force field. Those items which emulate potions have a constant and permanent effect. Those which emulate spells take twice the standard time to cast and can be done at will. Anyone who is taught to use the item by a wizard (takes a year) can use the item. A wizard can only have 3 enchanted items at a time in existence before making them drains his magical abilities, though he can destroy old ones and absorb the energy to enchant new items. Making a magic item takes a generation plus 10 times it takes to cast the base spell.
Demons
1: You have access to demons. This could be one summoned by the king, a warlock in the king's service, or your ruler may actually be the demon. They demon must be summoned to the earthly realm by at least 13 cultists with a special ritual involving one human sacrifice. The warlock has 3 infernal powers and you have 13 cultists with 1 infernal power each. A lost warlock can be replaced in a generation. Each time you summon a demon it may be a different kind, though only one demon may be active at once.
2: In addition to being able to summon a demon (or being one) you now have cultists who each have an infernal power. The total number of cultists are equal to .2% of your total population. You can now summon multiple demons and have up to 4 active at one point in time, alternatively, you can instead have a single greater demon as leader of your army.
3: Now you have .5% of your nation as cultists and .01% of your nation as warlocks with 3 infernal powers each. You may now have a greater demon active and well as being able to summon and control up to 13 lesser demons at one point in time.
Infernal Powers
Hell Fire - The cultist can shoot hellfire from the tips of his fingers, inflicting terrible wounds and pain. The burns inflicted from this terrible fire cannot be healed non-magically. This attack has a range of 100 feet. If the demonic overlord desires, his servants can substitute another kind of attack such as acidic spray or icy wind.
Regeneration - The cultist regenerates from its wounds, recovering from most injuries within minutes and taking about an hour to recover from grievous wounds such as missing limbs. The cultist can only be killed by massive bodily damage such as decapitation.
Demon Flesh - The cultist has skin like iron, its flesh is as protective as full plate armor.
Demon Wings - The cultist has huge bat-like wings that allow it to fly at a speed of 40 mph.
Immunity - The cultist is immune to one kind of energy - heat, cold, electricity, etc.
Alluring - The cultist is breathtakingly beautiful and seductive, seducing people in the same way as a succubus does.
Hell's Champion - The cultist becomes a master of hand to hand combat, gaining peak human fighting ability and physical prowess.
Unholy Power - The cultist's physical strength increases by 2 times the maximum human strength.
Witchcraft - the cultist can now cast curses on other people as long as the cultist has some item of personal importance to to victim. The curse can take almost any form that the cultist desires as long as it doesn't directly affect any other victims. The target could simply drop dead, develop debilitating nausea for the rest of his life, become horribly deformed, go insane, or suffer any other horrible effects that the cultist desires. The curse can be reversed by returning the item to the victim.
Possession - a demon possesses the body of the cultist instead of manifesting physically. The possessed mortal will have twice the strength and toughness it normally had and will be completely immune to pain and fear - though it wont have any other of the demonic immunities or powers. If attacked with holy magic, the demon can be forced out of the mortal's body.
Swarm - The cultist can control a swarm of insects or other small animals (snakes, rats, birds, etc.), up to 100 pounds of such creatures at a time.
Changeling - The cultist can change his shape to resemble any similarly sized humanoid.
Shadow Form - The cultist can change into a shadowy inky cloud of darkness - allowing him to move completely unseen at night and to become immune to normal weapons and attacks. On the down side, the cultist cannot attack or physically interact with material objects in this form.
Blood Rage - in combat, the cultist gains triple human strength and toughness along with peak human combat ability and immunity to pain and fear. Though the cultist will be in such a mental state that he cannot be prevented from murder, rape, and/or cannibalize defeated foes after the battle.
Horror - The cultists body twists and contorts, mutating into a horrible beast with multiple misshapen limbs, or combining elements of different creatures. Horrors are virtually mindless and attack anything in sight unless commanded not to by a warlock or demon. They have 5 times the strength that they had as humans, are completely immune to pain, fear, and mind control, and can take 5 times as much punishment to kill as a human does. Any who sees the horror will be terrified and revolted by its appearance and those who aren't immune to fear will have their combat ability reduced 25% if they can even stand to face the horror.
Demon Weapon - you wield a weapon possessed by a demon. Any wound inflicted by this weapon, even a tiny scratch, will incapacitate the victim with horrible pain for 5 minutes. Furthermore, these wounds inflicted with this weapon wont heal naturally and will kill the victim unless they can be magically healed within the month. The weapon also cannot be destroyed or damaged. The blade is supernaturally strong and armor counts as being half as strong against this weapon.
Imp Familiar - the cultist or warlock has an Imp familiar (see below) to serve and protect him. It does not towards the maximum number of demons and if destroyed can be summoned again as normal.
Demon Armor (counts as two) - this is a suit of full plate armor possessed by a demon. It is 50% stronger than high quality steal and no heavier. It becomes form fitted to the wearer and allows perfect movement. It increases the strength of the wearer by 50% so as to support the armor's weight. It armor slowly repairs itself over time, at the rate of 10% damage repaired per hour and the wearer heals at an equivalent rate while wearing the armor. The armor itself has an evil appearance and strikes fear into people who see it, reducing their combat ability against the wearer by 25% if they can avoid running away.
Lycanthropy - With a special ritual the cultist can put on the skin of a large predatory animal and them assume a monstrous beast form that combined that animal's characteristics with that of a human. In this animal form, the lycanthrope has 4 times the strength, 3 times the toughness, and twice the dexterity of what they had in human form. They grow massive teeth and claws that allow them to rip a normal human to shreds. They become immune to pain and fear as well. In this form, they quickly heal from any injury inflicted unless it comes from a holy source or pure silver - other wounds heal within mere seconds. The lycanthrope also gains the land speed of the animal they are coming to resemble - usual a wolf. This power can only be used at night, the change back into human form during the day.
Demons
Demons all have certain abilities : they are immune to hunger, thirst, and fatigue. They do not need to sleep, eat, or breath. They are highly resistant to physical harm, taking only 10% of the damage from physical non-magical attacks. Demons also quickly regenerate wounds that aren't caused by holy sources, it usually takes a matter of minutes to recover from any such wound.
Succubus : These demons appear as beautiful women with large bat wings and small horns upon her head, though she can create the illusion of looking like any humanoid creature of roughly the same size. A succubus has twice the strength and dexterity of the human maximum. Succubi can read the mind of any living being it sees and knows its deepest darkest desires. The succubus is supernaturally attractive and charming, all who see the succubus will be drawn to her and feel inclined to obey or serve the her, though those charmed will not take actions that are against their nature to appease the succubus. A succubus will usually choose to flee instead of fight, though if forced to fight she has peak human combat ability and will grow razor sharp claws on the ends of her fingertips. A succubus can fly at a speed of 50 mph using its wings.
Fiend : a fiend is a powerful warrior demon. This creature stands 8 feet tall and has the strength of 8 times the human maximum and peak human dexterity. It also has peak human combat ability. The fiend's body and weapons burn with hell fire, causing deadly burns to anyone touched. In addition, it can either have armor (or scales) as hard as steel plate armor or wings that can allow it to fly at the speed of 50 mph.
Shadow : A shadow is a demon of pure darkness. It is invisible in darkness but can be seen when exposed to light, looking like nothing more than an animated shadow. Its touch causes terrible pain as he life force of the victim is leeched out, it takes 1 such touch to kill a living victim per 25 lb of that victim's weight, though the pain of the touch will incapacitate any living creature for 10 seconds. Shadows are immune to non-magical weapons, though they can be killed by fire, magic, or holy items such as blessed water or symbols of goodness.
Rakshasa : The rakshasa is a demon with control over illusions. It has all of the illusion powers of an unseelie faerie king but can use them day or night. Rakshasas appear as humanoid creatures with the features of an animal, most often a feline or snake, though they may disguise their true appearance with illusions. They have 4 times the peak strength of a human, twice the dexterity, peak human combat skill, and natural weapons such as claws and fangs that make them lethal combatants.
Imp : An imp is a small demon with wings and a tail. It is about between 1 and 2 feet tall and is not that good in combat, though it can spray a jet of hellfire up to 30 feet. The benefit of the imp is that it can deflect spells cast at its warlock master. The imp can turn itself completely invisible at will. Any spell cast at a warlock protected by an imp or the imp itself has an 80% chance of deflecting the attack instead. An imp can fly at a speed of 25 mph using its wings or it can teleport 1000 feet with a second of concentration.
Hell Hounds : Instead of a single demon being summon, the ritual summons 10 hell hounds. These demons appear as huge and ferocious wolf-like creatures who seem to be ringed in flame. Each is twice as strong and tough as a large full growth wolf and just as fast. They shoot flame from their mouths, up to 10 feet, which counts as hellfire, their bite also burns like the fires of hell as does their touch. They can track by smell just as wolves can. They are incapable of carrying out complex commands, having about the same intellectual ability as a highly intelligent canine - though they are more ferocious than any normal dog.
Greater Demons
Any greater demon will be the leader of your army and can be summoned with a standard ritual if destroyed.
Master Incubus / Mistress Succubus - you are a demon of carnal energy and power. You have all of the powers of a Succubus above with the following changes. You have a 100% chance of seducing any sentient target excluding player characters, though even they will be favorably inclined towards you because of your charms. Once a mortal is seduced, they will be obedient to you until death, though they wont necessarily betray their closest loved ones for you, they will be as loyal to you as to anyone. You have 3 times the strength and speed of peak human. You can focus your attention on any one living being within 500 feet and cause them to become incapacitated with intense pleasure for as long as you concentrate on them. You have 3 succubi and/or incubi as a part of your personal harem who can remain on earth all the time and may be re-summoned if destroyed.
Baalrog - You are a demon which personifies war and destruction. You tower over 15 feet tall and have a terrible appearance. You have the strength of 20 of the world's strongest men and are just as dextrous as any mortal. You have fighting ability which exceeds that of any mortal. Your flesh is stronger than steel and can only be damaged by the most powerful magical effects, creatures, or by holy items. Your weapons burn with unholy fire and will kill any mortal with but a touch and will slice through any non-magical substance as if it were not there. You have the hellfire ability as well as demon wings.
Greater Shadow - You are a demon of darkness and the night. You appear as a living shadow, a vaguely humanoid cloud of darkness. You are invisible and inaudible in the darkness, and can fly through the air at 200 mph. Your touch will instantly kill any living creature. You can control darkness itself, making anywhere within 1000 feet as dark as you desire including making certain areas dark or forming mobile shapes or creatures of shadow.
Dybbuk - You are a demon which has no material physical form, instead of acting with a physical body you instead possess the bodies of mortals. Without a body, you are invisible and intangible, and can be harmed only by magical effects, not physical attacks. You can pass through any physical barrier save those protected with magic, you can also fly and hover at a speed of 300 mph. You can enter into the body of any living creature, though 10% of sentient creatures have the willpower to resist possession including all player characters. At this point you become like one of the possessed above, having twice the strength and toughness of the living creature used to have and becoming immune to pain. You can leave a body at will, though if a body dies while you are possessing it, you become weakened and cannot possess another body for a day. If you are exercised while possessing a body, you will be expelled to hell and must be summoned back by your warlock followers. If you are affected by a magical attack while in spirit form, you will be destroyed and sent back to hell.
Dragon
2: You are, or have in you service, a baby dragon. This baby dragon is quite large, 20 feet or more from head to tail. It has massive wings that allow it to fly at a speed of 60 mph and even running along the ground it can reach speeds of 30 mph. A baby dragon's breath weapon has a range of 100 feet and has a width of 20 feet at the end of the cone - it can use this once per 5 minutes. A baby dragon's scales are as strong as steel plate armor and its massive body and dense muscles can take massive punishment before it dies. It has the strength of over 30 men and and claws and teeth are like swords. The dragon is also highly resistant to magic, suffering only half of the normal damage or effect from any magical attack directed against it. The baby dragon has tremendous speed and skill in combat as well, lashing out with its claws, tail, jaws, and even wings - each blow capable of easily crushing a horse or ogre. It also has incredible intelligence, an equivalent human IQ of at least 200. Baby dragons have a breath weapon and special ability associated with their color.
The nature of a dragon's breath weapon is based on the kind of dragon it is, as is its scale color and certain other special abilities. Red dragons breathe fire, they are also immune to fire. Black dragons spray acid, they are also excellent swimmers and can hold their breath for an hour. White dragons spray a freezing cold mist, they are also immune to cold. Blue dragons shoot lightning out of their mouths, they are aquatic and can breath underwater, swim with great skill, survive extreme ocean depths, and are immune to electricity - though they cannot fly. Gold dragons breathe fire, they can also survive with virtually no water and can endure extreme heat and dryness as well as blowing sands. Green dragons spray a poisonous gas that kills animals but does not harm vegetation, their green scales also give them extremely good camouflage in forests or jungles. Silver dragons fire a burst of searing white light from their mouth, they can also fly and run 25% faster than other dragons.
Should the baby dragon be slain it can be replaced, but only after 5 generations.
Dwarves
1: Your population is now composed of dwarves instead of humans. One tenth of 1% of your population (3,000 for a typical nation) are composed of special dwarves as described below.
2: As above, but 1% of your population (30,000 for a typical nation) are special dwarves as described below.
3: As above, but 5% of your population (150,000 for a typical nation)are special dwarves as described below.
Dwarves
Unless otherwise stated, a dwarf has 40% greater strength and toughness but 30% less dexterity and running speed than an equivalent human. They also have 3 times a human's endurance and resistance to poisons.
Dwarven warriors - these dwarven warriors have peak fighting ability and are highly resistant to fear and pain.
Dwarf wives - these dwarven women have relatively little combat skill, but for each dwarven maiden you have, you can gain or replace 4 more dwarves with each generation.
Dwarven smiths (counts as 100 special dwarves) - the dwarven smith as a master metal worker. He can craft weapons of peak non-magical quality in 50% of the time it takes a human smith to do the same.
Dwarven rune master (counts as 1000 special dwarves) - the rune master can inscribe a single rune on a melee weapon or sit of armor. Doing this takes a year for a weapon or five years for a suit of armor. There are three kings of weapons runes: the iron cutter rune which lets the blade cut through iron or steel armor as if it were half as thick, the unbreakable rune which makes the weapon impossible strong so that it ever breaks or rusts, and the spell breaker rune which makes the wielder of the weapon 50% resistant to magic and causes the weapon to do double damage to creatures of magic such as demons, fae, the undead, etc. The three kinds of armor runes are the elemental ward, which makes the wearer immune to fire and cold, the iron mind rune which makes the wearer immune to fear, mind control, and illusions; and finally the spell breaker rune which gives the wearer a 50% chance of resisting any magical effect directed at him and causes the wearer to suffer only 50% of the negative effects. If a person has a spell breaker weapon rune and a spell breaker armor rune, then he becomes immune to all magic and supernatural effects. A particular weapon or suit of armor can only have one rune each and a single person may only benefit from two runes at the same time.
Gnome (counts as 1000 special dwarves) - a gnome is a special kind of dwarf that has power over the earth. They can control the forces of the earth, stone and rock. They can lift and throw stone as if it were 1/100 the weight, meaning that they could toss a 1000 lb boulder as if it were a 10 pound stone. They can shape stone and earth like soft clay. They can tunnel through the earth, creating a 3 foot diameter tunnel, at a speed of about 1 foot per hour. They can make their skin as hard as stone, reducing their dexterity and running speed by half but doubling their strength and making them highly resistant to injury. If a gnome oversees a building project that involves stone work, then it will be done in half the time and at half the cost.
Technological Increase
1: You have one minor area of technical superiority over 1100 western Europe. This could be increased education among the public, a professional standing army, better architecture, better sailing ships, etc.
2: Your nation has more advanced technology that that of western Europe in 1100. It may have access to the technology of the high middle ages such as full plate armor or perhaps it has the superior infrastructure that medieval China or the Middle East had. Maybe your nation has some lifestyle or military methods that give it a massive advantage - such as the Mongolians.
3: Your nation has Renaissance level technology. You likely have ships that can sail through deep oceans for long distances, have access to arquebuses and basic cannons, and your scientists and philosophers may be laying the foundations for the scientific method.
Race
1: Your people are not humans but are instead some other king of being. Your population may be goblins, brownies, or dwarves. In either case, they are just normal members of their species and not exceptional. If the nocturnal flaw is chosen (see below) then your people cannot undertake any activities during the day, but may still defend themselves.
Flaws
Flaws are special weaknesses that a kingdom can have. You may choose only one flaw or none at all. Taking a flaw provides you with one additional point to spend creating you nation.
Primitive: your nation only has stone age technology. They may have some very basic cities or the beginning of agriculture, but for the most part life your your people is very basic. Their weapons will be made from stone, bone, or wood and their social structure will also be relatively basic. Your people will resist changing their ways and will not adopt advanced technology even if they have the chance to, aside from perhaps upgrading a few weapons.
Nocturnal: all of the special advantages of your nation only function at night. This could mean that your fairies could only come out at night or that shifters could only change form at night. Obviously, this can't be applied to population or technology, nor can it be applied to vampires because they are already nocturnal.
No nation: you are not a king at all and the 3 million subjects that you start with are reduced to zero. You still have what ever special servants that you have from advantages above. You also have an imaginary population (the population that you would normally have) that is used for determining numbers of cultists, shape shifters, wizards, or others that you have under your command. This could represent the character being a solitary vampire, leading a wandering group of werewolves, or a faerie king with no human subjects.
No magic: your nation has no access to magic what so ever. You cannot select any magic related advantages and your citizens cannot benefit from magic in any way. They will reject magic users from their lands and even shun healing or other beneficial effects. They will even be hesitant to enter into alliances with nations who obviously use magic or have supernatural creatures amongst them. Their opinions on this will not change. Because of their strong hatred of magic, 1 in 10 of your citizens (those who are the most logically minded and rational) suffer only 50% of the effects of magic. 1 in 100 of your citizens is immune to the effects of magic.
Monstrous: your people are totally evil monsters and this fact is known by all. Your cities may be surrounded by the still screaming bodies of impaled children, you torture to death all civilians in towns that do not surrender to you, your king kicks puppies for fun, or something else equally terrible or worse. You make the Nazis look like boy scouts. The actions of your people are unspeakable and are brazenly displayed before the world. No other nation without the monstrous flaw will ally with you and most will consider your people enemies and even when direct war is not practical, they will do what they can to undermine your rule and damage your country.
Rule of the People: you are not the leader of a nation, but are merely one highly influential person in a nation ruled by democracy, a republic, an oligarchy, or some other form of government which allows a large number of people a voice in the governance of the nation. While you might be a senator, consul, prime minister, first citizen, or even a king - you do not have ultimate say over the actions of your nation and may be overruled by the people or some organization the represents them.