Monday, January 1, 2007

Fantasy Kings


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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. You have 5,000 fae at your disposal. 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 you have 10,000 fae. 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 you now have 15,000 fae in your service. You now control 10,000 acres of faerie land. If you desire, you may halve the population of your nation in order to replace it with either goblins, brownies, pixies, or changelings.


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 6 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 permanently 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 one human generation. You get to select 3 vampiric powers from below. You cannot transform others into vampires. You get 200 special vampiric servants.


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 8 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. You get 400 special vampire servants.


3: Within your nation is a slumbering ancient vampire. He lived in ancient days long forgotten and has seen civilizations rise and fall. His physical strength and speed are beyond human comprehension, he is virtually impossible to defeat in a direct physical confrontation unless it is during the day time, when he must sleep. He needs 10 times as much blood as other vampires while he is awake. He has 10 vampiric powers. He can only be awake every 5th generation (5, 10, 15, 20, etc.) and must slumber the rest of the time. He has three minion vampires, each with the powers and servants as the vampires described in level 2, though they do not have vampire minions themselves. Now instead of getting a set number of special servants, 1% of your population becomes a special servant of some kind.


Vampire Powers:


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.


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.


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.


The vampire can animate the zombies like an acolyte necromancer but can only control 5000 (1000 for fledgelings) at a time.


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.


The vampire is resistant to the light of the sun, taking damage from sunlight per 10 minute time interval instead of per minute.


The vampire is stronger than most vampires, its strength increases by 4 (2 for fledgelings) times the strength of the strongest human.


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.


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.


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.


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.


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.


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.


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 5 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: You have in your employ 25,000 dwarves chosen from the lists below. Also, if you desire, you can halve your normal population and replace it with all normal dwarves.


2: You have 50,000 dwarves. Also, if you desire, you can reduce your normal population by 25% and replace it with all normal dwarves.


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 50 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 250 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 500 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.

Orcs


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Orcs are a foul humanoid known for their savagery. Orc males stand at between six and a half and seven feet tall, while females are typically about six inches shorter. Both genders have large and powerful muscles, though the males are considerably stronger. Orcs have a deep green colored green that is tougher and more leather than human skin. They have large eyes, thick brows, broad flat noses, and small round ears. Their teeth are proportionally large compared to humans and their mouths are larger as well. Their jaws and teeth are quite strong and are capable of biting through wood, flesh and bone. Their cuspids are also pronounced, especially in males. Orc eyes are always black as is their hair on their hair. Orcs very seldom cut their hair though they smear dirt and feces into their hair, which mats it down into a stiff and foul smelling mess.


Even if they were clean, orcs would have a distinctly unpleasant odor about them, though orcs seldom bath themselves unless by necessity (such as having to swim) and in fact often smear their bodies with their own feces. One reason they do this is that they identify each other in part by smell, and can thus smell fellow tribe members from a distance. They also do this to show dominance within the group as the orc's smell dominates the area around him. Dominant orcs often smear their own feces upon their slaves or submissive servants.


Orcs eat all sorts of food, anything they can catch in fact, including bugs, animals, fruits, vegetables, wood, grass, feces of other animals, or even each other. They eat anything from prey that is still alive and squirming to food that is rotten and squirming with maggots. Perhaps because their diet is so diverse, orcs have an incredible resistance to disease and well as poisons. They can be exposed to illnesses, rot, food poisoning, or other disgusting things that would kill most other living things. There are a few powerful poisons that can affect them, but most are poisoned created through alchemy, nothing naturally occurring can phase them. Orcs never get infected wounds and heal from most injuries quite quickly. The bodily fluids of orcs are riddled with diseases and anyone exposed to their bodily fluids could be in danger of getting some unpleasant illness, though the orcs themselves are unaffected.


Orcs are immensely strong, fast, and tough. Their running speed is phenomenal as is their endurance, they can run down all sorts of prey animals and kill it with their hands and teeth if need be. Orcs are powerful swimming and climbers as well as naturally vicious fighters. Orcs have tough skin and strong bones which make them somewhat resistant to many injuries. Orcs live primarily in very hot and humid locations, they do not like the cold and have trouble finding water in arid lands. They feel quite comfortable in hot weather though, and their thick green skin protects them from the bites and stings of insects that are common in hot wet lands.


The sense of hearing of orcs is weaker than that of humans. Because of this, along with their savage personalities, they are very loud creatures. Even in calm conversations with each other in the primitive orc language is like shouting to a human's ears, and their screams of fear or anger can be deafening. When engaged in a fight they often scream, snarl, and grunt to frighten or distract their foes. Orcs engaged in warfare create an unbearable cacophony of dreadful noises.


Orcs' large eyes give them the ability to see well at night as long as their is some source of dim light and orcs are active during both day and night. Their sense of smell is quite well developed as well, they can sense game from quite a distance away and can even tell basic emotional or physiological states of their fellow orcs by changes in that orc's scent. This sense of smell is particularly amazing considering the fact that orcs themselves exude such a foul odor.


Orc are known for their fecundity as well as their brutality. Orc females often stay in a state of nearly constant pregnancy. The gestation period for a pregnant orc female is only 3 months and within a week after giving birth the female can get pregnant again. A new born orc is quite different from a human infant. It is a bit smaller than a human child, perhaps weighing an average of four to five pounds, but has considerably greater physical ability. Orc infants are born with the ability to crawl, see, and eat on their own. Orc mothers, despite having permanently enlarged (though small by human standard) breasts and nipples, do not nurse their young nor do they particularly take care of them. Within the first week or two of life, an orc female will sometimes leave scraps of extra food for her new born and may sometimes protect it from the predation of other orcs - but after that time period it must fend for itself.


The baby orc can crawl quite quickly, can climb, and seek out food with smell or sight, and can otherwise support itself. At this point in an orc's life, its mental ability is more like that of an animal than a humanoid creature, relying on instinct and cunning rather than learned knowledge or practice. The young orcs stay on the periphery of their tribe eating scraps left by adult orcs. The scent exuded by baby orcs can be recognized by other orcs in the tribe and makes adult orcs less inclined to kill or eat the babies, though they will do so if other sources of food aren't easily available. By the time an orc reaches the age of one year, it can walk and run and interact with other orcs on a very basic level. By the age of five it begins to enter the orc community and learns its place in the tribe. By the age of ten, the orc is fully mature and is a full member of the tribe. The years between five and ten are dangerous for young orcs, as more fully grown adults may see them as a threat and may kill and eat them. The males are in particular danger as they are seen as threats by the adult males. During these years, young orcs will usually show total submission to dominant adults as to do otherwise would be exceedingly dangerous.


For the next twenty years, orcs slowly grow in size and strength, though by their thirtieth year they begin to show signs of age and their physical prowess diminishes. When adult orcs start to show signs of age and cannot defend themselves as well, they are usually killed and eaten by younger and more vigorous adults. Few orcs live past the age of forty. Females are more likely to live longer as they tend not to be as competitive with each other, though even they will be slain by their fellow tribe mates when they become too weak or if the signs of age make them less desirable to dominant males. At birth, males outnumber females by more than double, but by adulthood they are considerably closer in number and by the age of twenty females considerably outnumber males.


Orc society is based almost entirely upon dominance and submission which is determined by violence. Orc tribes vary tremendously in size from ten individuals to several hundred. Because orcs can reproduce so quickly or die off so quickly from conflict, the size of a single tribe can fluctuate tremendously over a relatively small period of time. Tribes are lead by a group of dominant males, sometimes this can be a single strong male for a small tribe or as many as twenty males in tribes which number in the hundreds. These males are often more closely related to each other than others in the tribe and gang up on and kill other males or groups of males which do not show submission. In an orc tribe, submission is shown sexually, with the dominant male having intercourse with the female or submissive male.


When a male refuses to show dominance to the leaders of the tribe, there will be a fight. Orcs know no sense of honor or fair play, they fight as ferociously as they can and use superior numbers to their advantage in such battles for dominance. Frequently, the victorious males bite off the genitals of the losers before raping them, permanently turning the defeated males into mutilated eunuchs and rendering them forever submissive. Just as often the defeated males are killed by the victors or other members of the tribe in a frenzy of bloodlust. Females also fight to show dominance, but usually only against each other and young or castrated males. Females usually only kill other females when they see that one of their sisters is becoming to old and weak - at which point they fall on her to devour her.


When orcs fight for dominance, frequently even uninvolved orcs will join in the battle. Orcs become excited at the site of violence and their instincts direct them to take the side of the victor. When two orcs or groups of orcs fight, others look on screaming and grunting with excitement until one side seems to start gaining the upper hand. At that point, the previously uninvolved orcs fall open those who appear to be losing and attack them ferociously in an orgy of bloodshed and sadism. It is only because of the natural toughness of orcs that losers survive to be castrated.

Battles for dominance within an orc tribe usually only occur if the rival males believe that they can defeat the dominant ones. Orcs understand superior strength and superior numbers and will seldom attack if they know they will be defeated. Often if some event happens which leaves a dominant male or number of males dead or in a weakened position, then another group of males which had previously been biding their time and showing submission will rise up and attack the dominant group. There is little loyalty or trust within an orc tribe, a weakened or defeated orc will be killed by even his closest former allies once his weakness has become evident. Sometimes even dominant orcs kill each other or fight over dominance if one shows too much weakness or vulnerability.


Orcs virtually all love to see pain inflicted on others and to inflict pain when they are able. Should a defeated foe be still alive or an animal caught and wounded, the orc to take great delights in what ever pain it can inflict upon the unfortunate target before it can die. Orcs seeing others in pain will typically burst into fits of hysterical laughter, sounding like a cross between a screaming ape and a braying mule. Other orcs will join in the fun, prancing about laughing and pointing or trying to get at the victim themselves if they are not submissive to the orc already inflicting the pain. Orcs are also highly lascivious by nature and when not hunting, waring, or fighting for dominance they are copulating. Females are not as profligate as males, but still always submit to the dominant males because it would be dangerous to do otherwise.


In conflict, orcs have neither bravery nor cowardice. They see the world in terms of dominance and submission and operate on a pack mentality. When orcs sense submission in a foe, rival, or even a tribe mate, they will act upon that feeling and exert their dominance as aggressively as possible. Should another creature show bravery or confidence to the orc, it will be wary of attacking and will likely only do so if it has superior numbers or the element of surprise. When a number of orcs act boldly and with confidence, it inspires such confidence in their fellow orcs and the entire group can work itself up into a frenzy where they are virtually fearless. Along the same lines, fear or uncertainty is contagious among the orcs and a single act of cowardice can soon send the entire tribe fleeing even if there is no evident threat. Other emotional states can pass quickly among orcs as well. When excited, orcs will grunt and snort and thrash about, and when one orc is so excited many others will follow suit even without knowing what the cause of excitement is.


Castrated males become considerably more passive and docile than their intact brethren. They are also more clear thinking and less likely to be swayed by the pack mentality. They are some of the few orcs that have the patience to craft any sort of useful items such as stone knives or spears. Castrated are usually slaves to the males who defeated them in combat and are frequently used to do work for the dominant males, craft items for them, or please them sexually. Castrated males are the lowest adults within the tribe, and suffer abuse even from females of the tribe and must often eat the very worst food that others have discarded.


Outside of a few stone age items which are crafted by tribal castrati, orcs have no real technology. Orcs wear no clothing and construct no shelter, though they sometimes take refuge under fallen trees, within caves, or in dwelling built by other races. They have no knowledge or understanding of writing, no ability to refine ore, most tribes don't even know how to make or maintain fire. The orc language itself is exceedingly primitive, having only words for very simply and primal concepts. Orcs have quite a low intelligence by human standards, perhaps as low as fifty or sixty on average if their IQ could be tested, with the castrated males being higher with IQ's about ten points higher than before their mutilation.


If orcs find themselves at war with other races, they will steal weapons if they are able, though most tools are complicated for orcs to use. If some non-orc settlement is raided by orcs, the orcs will usually kill and devour all living creatures they encounter, delaying death only long enough to rape the victims or torture them. In some cases though, the orcs will make slaves from the few living prisoners they take from an attack. These slaves are subjected to terrible cruelty and abuse, and few live very long, though sometimes such prisoners can be forced into creating items of value for orcs, such as advanced weapons, or doing labor which orcs lack the intellect or patience to complete themselves. Though have have little intellect, creativity, or cohesiveness, orcs can reproduce so rapidly that they can successfully conquer areas by extended wars of attrition where they periodically raid other races' settlements and then replacing their number more quickly than their foes can. Because of this, it is not completely unknown for ruined cities to be filled with orcs who killed off the original inhabitants years ago and still dwell in the dilapidated buildings and use old rusted or damaged weapons taken from their defeated foes.


Though dominant males, or groups of them, usually lead the small tribes of orcs that are a plague to civilized and even to savage creatures, it takes a special kind of orc to form a an orcish horde. One such kind of orc is a hag - a hag is a female who survives long enough to essentially go through the orc equivalent of menopause - something that happens at around the age of fifty. Of the minority who hit menopause, very few survive more than a few years afterwards. At that age, a female orc's body starts to shrivel and become considerably slower, weaker, and more fragile. More bones grow smaller and less dense, her breasts shrink to nothing, causing her to shrink, her skin turns a sickly yellowish shade, her hair falls out in clumps, and she smells of weakness and old age. Elderly orc females become nothing more than skin and bones and are easy prey even for juvenile orcs. The reason why it is they who become leaders of large groups of orcs is that at this advanced age, some orc females can begin to tap into innate magical power which was unavailable to them in their youth.


Though an orc's body withers when she reaches that age, her mind becomes stronger. Like orc males who are castrated, she is freed from the inner rage and instincts which drive orcs to mindless violence. Her ability to think and reason increases dramatically as does her willpower, making the hag the mental equivalent of many humans. As her physical abilities decline and her intellect decreases, most orc hags begin to realize that staying with the tribe will result in their eventual death and then leave to seek out a life on their own. This transition is difficult for many orc hags to make, particularly before they begin to manifest any real magical abilities, especially as their bodies lose their vigor. Sometimes it takes years after the change before powers start to develop, sometimes it happens immediately before the female orc even begins to decline physically. The sooner her powers develop, and the more powerful they are, the more likely she is to survive.


For the most part, the magical powers of the orc hags develop naturally and then are enhanced through practice. Some of the first abilities they develop are subtle, such as prophetic dreams or the ability to supernaturally sense danger. These subtle powers are usually the first to develop. As time progresses, the orc hag gets more overt power, though the individual abilities vary from hag to hag. Some have the ability to become invisible or blend in to their surroundings, others can summon and control a yellowish acidic mist that they can use to strip the flesh from their foes, some can even control the minds of their fellow orcs. There are some hags who can bring a semblance of life back to a dead creature, making it a lifeless automaton under the command of the hag. Virtually all hags develop some sort of divination ability, other powers are more variable. Over the years as hags use these abilities, they grow in power and scope. Hags can live for several decades after becoming hags, sometimes longer if they use their magic to prolong their life or increase their health. Hag magical rituals are, like orcs themselves, primitive and bloody.


Many of the more powerful abilities of hags must be developed over time or learned from other hags - often times the divination abilities of one hag will lead them to seek out others from which to learn from or to ally with. At some point, a hag will become powerful enough in using its magic, or make enough allies among their fellow hags, that they can return to orc "society" not as weakened outcasts but as masters. When a powerful orc hag returns to her tribe, her fellow orcs will see and smell her age and weakness and will immediately seek to kill and devour her, though by this point a display of her magic should be enough to cowl the other orcs into submission. Once a hag, of group of them, gains control of a tribe of orcs, then the tribe becomes vastly more dangerous as it has a reasonably intelligent and capable leader.


Hags have progressed beyond the point where they crave sex or mindless violence. They do not, however, ever grow past the orc lust for power and dominance. When a hag's mind develops, she begins to see dominance on a scale that few others orcs can conceive of - she begins to imagine ruling many tribes, of creating nations, of having numerous slaves bow down and show her obedience. This is why she can so often be dangerous, because she has the intellect and drive to attempt to make these things happen - sometimes orc hags even succeed. It is when multiple tribes of orcs are united under s single ruler that you get what civilized people call an orcish horde.


Orcs under the rule of a hag operate a bit differently than typical orc tribes. The dominant males submit themselves to her and become her enforcers while the eunuchs of the tribe become her personal assistants and servants. As the hag recognizes the superior mental abilities of orc eunuchs, she can utilize them in ways that they seldom experience in a normal orc tribe. This can sometimes consist of learning to make more advanced weapons or dwelling. Hags can also see the potential of having other hags in her service and will protect aging females who show the potential to become hags themselves. The ruling hag must be careful in doing this, as hags always have ambition and loyalty is a sentiment unknown to orcs - it is not unknown for orc hordes that are ruled by multiple hags to collapse as the hags fight amongst themselves. Hags are also sometimes known to ally with other races, sometimes even selling the services of orc warriors as mercenaries in exchange for advanced weapons, secrets of crafting certain goods, or even jewels or baubles which some hags find desirable. On occasion, some solitary hags will even sell their services to non-orc groups if she sees that it might benefit her.


Male orcs also undergo a transformation when they reach the twilight of their lives. Even fewer male orcs than females reach an advanced age because of the fierce competition between males and the violent lifestyle they live. As soon as a dominant orc male starts to show sign signs of weakening with age, or when it loses its friends who helped to keep the less dominant males in line, then it becomes prey to younger males who seek dominance themselves. Sometimes though an orc male of advanced age can escape from the tribe and survive on its own, much like a hag might. Older males have an even more difficult time than females do, because they have the smell of an enemy male and will be sought out by bands of dominant male orcs. So an older orc male must be crafty to make it on its own for a prolonged period. By the time of a male orc's fiftieth year, it begins to undergo a strange transformation that is totally unlike what the hag experiences.


The elderly orc male develops a ravenous appetite and begins to eat prodigiously, feeding new growth in its body. The orc's bones grow larger and thicker, becoming significantly stronger than it ever was before. Its skin darkens and becomes thicker and tougher, like rawhide or boiled leather. Its brain grows as well and it becomes more cunning and intelligent, though they remain just as violent, sadistic, and libidinous. All of the orc's hair falls out and its eyes seem to sink into its head, becoming darker and more fearsome looking as the sclera turns a shade of dark brown.The creature the orc becomes is commonly known as an ogre. A fully developed ogre, one between the ages of sixty and seventy, can be over ten feet tall and is likely to weigh between a thousand and two thousand pounds though they can get much larger. Ogres will live for several decades after making this transformation, continuing to grow larger each year until its heart gives out from the stress of supplying blood to such a massive and powerful body.


Most ogres continue to live on their own, becomes solitary apex predators of the jungles that orcs inhabit. A solitary male ogre will kill almost any creature that it happens upon, especially other which it will frequently rape to death before devouring. Though a minority of ogres return to their former tribes (or another tribe) for much the same reason that hags do - in order to rule over them. When an ogre returns to a tribe, it will usually slay most or all of the males in the tribe - often takings its time and torturing them for its own amusement before eating them alive. In some cases it may be possible for an orc tribe to fight off or even kill an ogre, though usually an ogre is smart enough to select only smaller tribes for attack, picks off dominant males one at a time, or waits until the tribe has some other conflict. Male orcs who are particularly submissive or helpful to the ogre may be spared, but they will also be castrated so as not to become a threat or competitor for mates. The ogre then claims every female in the tribe for itself, ruling with an iron fist and usually kills or castrates any male orc which is born. Ogres naturally dislike each other, but are also shrewd enough to not attack fellow ogres on sight and may sometimes even ally with them in certain situations, though they will usually strike out against the other ogre when a good opportunity presents itself or when the other ogre's utility has outlived itself.


Ogres and hags have no love for one another either, as they both see each other as rivals in leading other orcs. Often a hag's magic is not powerful enough to counter the physical strength and resilience of the ogre combined with its intelligence - in which case the hag will typically end up as a meal for the ogre. In some cases though, a hag with the ability to control the minds of orcs will be able to force an ogre to her will - in which case she will have an extremely powerful and fearsome bodyguard. Some particularly knowledgeable hags have even been known to help protect elderly male orcs from their pack mates so that they might develop into ogres - though doing this would be madness if the hag had no way to control those ogres. Having ogre servants can sometimes be dangerous for hags though, as it is allying with other hags, as ogres are strong willed and cunning, they do not like being another creature's slave and on a few occasions an ogre has cast off a hag's mind control and devoured her. In some cases, hags can control ogres not by magic but through guile, by letting the ogre rule openly while the hag manipulates it into acting in accordance to her will. Only a minority of orcs have the potential to become either a hag or an ogre and only a minority of those ever get the chance, making each creature rare meetings between them rarer still.


Orcs live in the lands far to the south and west, where there is frequent rainfall and constant heat. It is in the thick jungles, rain forests, and nearby tropical savannah that orcs most often make their home. Orcs have a natural affinity for the heat and wetness of this climate, their thick green skins protecting them from insects and providing them with camouflage in the lush flora of the southwest. Orcs wear no clothing and make no shelters, though they do sometimes dig out small pits that they fill with mud and feces which can provide them with a more comfortable sleeping place or congregate under a tree's canopy for protect in a rain storm. Since temperatures of the jungles never become that low, the orcs can survive without shelter to clothing, though in seasons when it becomes uncharacteristically cold, orcs do nestle together for warmth. Hags, being more intelligent than other orcs and also more physically frail usually find, build, or have built for them some kind of shelter - though by the standards of other races this structure is usually quite primitive. Most orcs tribes do not use or know how to start fires, they don't need them to stay warm, cook food, or to aid in building civilization. If a tribe does have fire, it was usually introduced by a hag or ogre and either maintained by them or by eunuch orcs.


Orcs have very little in the way of culture. Orcs have no art aside from smearing themselves and their hair with feces. They have no true music to speak of, though sometimes they will begin screaming, snarling, beating rocks or sticks together or otherwise making load noises as a group and they get some measure of pleasure in the shared experience of making this noise. Orcs do have a language, though it has far fewer words and a smaller range of concepts than the languages of most other races. Orcs have great difficulty learning the language of other races and usually hags are the only orcs to do so unless they have been captured and forced to learn the alien language at a young age. Orcs do have one major past time that would be seen as a culture to other races and this is storytelling. Orcs like to tell each other stories about great events, essentially legends of the past, though these stories usually involve self aggrandizement on the part of the orcs. Orcs have no compunction about lying and do both to make themselves seem better than they are and to make their stories more interesting, and being of low intelligence their lies are generally poorly thought out or outlandish in nature, though many orcs cannot discern this. Female orcs particularly like to spin tall tales of incredible events they have seen or personal accomplishments, while male orcs generally try to least least base their stories on some event they have witnessed to heard tell of. Submissive orcs generally remain silent as their masters speak or when they do tell stories, they tell of the fighting or sexual prowess of the dominant orcs in order to ingratiate themselves to them.


Orcs have no religious or moral beliefs to speak of. Orcs are terrified of death, but never discuss or really even contemplate what happens before or after death or why life exists or if there is any meaning to it. For orcs, the only meaning in life is found in sex, eating, exerting dominance over others, and avoiding death or injury. There does seem to be certain spiritual ideas among the hags - usually involving a belief in the cyclic nature of existence and the reincarnation of souls. Some of the more spiritually inclined hags say that their ability to look into the future is actually their ability to remember the events of a past cycle in a another life. When hags congregate, they sometimes discuss these ideas with each other. Normal orcs generally fail to comprehend such ideas as there being an afterlife or indeed a past or future at all and the ignore or quickly forget any such ideas that they are exposed to.

Sunday, February 19, 2006

Hobbits


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The hobbits are only about 3-4 feet tall and are 1/4 the strength of humans. They do have the same running speed as humans do though and have twice the dexterity. Hobbits live twice as long as humans, but mature at the same rate. Hobbits have medieval technology, mostly wearing chain mail armor with some limited access to partial plate, about on par with 13th century Europe. They have the same intellect and character as humans more or less, though they tend to be a bit more peaceful and easy going. Because of hobbits peaceful nature, they have 75% less crime and need for law enforcement than similar human communities would.


Despite their weakness compared to other races, they have one huge magical advantage - no one can attack a Hobbit community unless the Hobbits attack first - this is a magical prohibition put in place by powerful wizards long ago. No other nation can take hostile action against the hobbits, including poisoning water supplies, causing environmental harm or otherwise. This prohibition only applies when the hobbits are on their own land, it does not apply to hobbits who leave their land for any reason. Also, the prohibition is broken if hobbits try to exploit this by taking other nations as vassal states or allying with another nation and then extending a thin way of hobbit land around the allies' land. Hobbits can only be attacked by an enemy if the hobbits attack first, and even then it is only by that one enemy and its allies, no others may attack. One major exception is other hobbits - any hobbit nation can invade any other hobbit nation - though the attacks lose immunity for as long as the conflict continues and for one month after the conflict ends.


Hobbits are naturally good and resist evil magic. They have a 50% chance of resisting any non-physical magic directed at them, this increases to a 75% chance if the magic is inherently unholy or demonic. Hobbits are also extremely stealthy and quiet and are able to sneak with skill unrivaled by any other race save the elves.


Some hobbits, the merchants, can travel outside of hobbit lands while still being immune to attack. These merchants can enter foreign land and trade for goods or even gather basic information, though they cannot enter private or public spaces without permission and must leave foreign land if asked to or they will lose immunity. During every month of trading in foreign lands, the merchant can procure 10 mundane items that another race produces - such as ten dwarven arquebuses, ten shirts of high elven mythril chain, etc. Instead of bringing back weapons or items, a hobbit merchant can hire mercenaries from foreign nations instead - getting 10 mercenaries per month spent dealing with the home nation of the mercenaries. The hobbit merchant can get the following mercenaries : goblins, kobolds, humans, zombies, dwarves (count as 2 each), homunculi (count as 2 each), ogres (counts as 5 each), elves (count as 10 each), or draconians (count as 10 each). These mercenaries will be subservient to the hobbit nation for 5 years each unless the hobbit nation finds itself at war with their nation of origin, in which case they take the side of their homeland.


Another special kind of hobbit is the rogue. Rogues are hobbit masters of stealth, information gathering, and even assassination. They have incredible skill as sneaking, breaking an entering, and sleight of hand. The can easily scale walls, pick locks, escape from bonds, crawl through narrow spaces, or steal a coin purse right under a victim's nose. They are also skilled in close combat and have peak hobbit dexterity and combat skill. Combing their stealth with their ability to fight makes them ideal assassins as well. Hobbit rogues carry enchanted short swords (the size of human daggers) that allow them to strike a blow with the same force as a human does, but with the deadly speed and accuracy of a hobbit rogue. Another special quality to rogues is that they do not violate the prohibition against violence if they attack another nation. If a hobbit rogues goes to assassinate a rival country's leader, the leader or his guards may fight the rogue, but the rogue's home nation doesn't not become vulnerable to counterattack.


Hobbit priests are paragons of virtue and leaders of their communities. They believe in peaceful coexistence and trade with all nations and try to encourage that among their people. Priests have the ability to heal with a touch, by simply concentrating for 30 seconds they can heal any living being of all its injuries. Priests are beacons of holiness and light, as a result, they can repel creatures of evil such as undead or demons. The priest must merely concentrate and take no action other than walking and no such creature can come within 20 feet of the priest or use any magical powers against him. Also, with a second of concentration, the priest can focus his holy energy on a single undead creature within 100 feet, causing it to disintegrate in the case of lesser undead (like zombies, mummies, ghouls, etc.) or causing it terrible burns and pain (in the case of wights, lich priests, or vampires). Priests will not use violence against any living thing, though they can attack undead with holy power or weapons.


As leader of the hobbits, you can be a hobbit wizard. Hobbit wizards have the ability to look into the future once per week, basically allowing them to ask the fates (the GM or another PC) any one question that must be answered. Once per day, a hobbit wizard can instantly teleport from where ever he is back to his sanctum in hobbit territory, this power can be used to avoid injury if the hobbit is targeted by a spell. Hobbit wizards carry magic acorns that when thrown at an enemy, turn that enemy to stone if touched, this transformation can be reversed by enemy magic users, but requires a month of study and ritual to do so. Hobbit wizards carry a magic wand that can shoot bolts of energy at targets within 500 feet, these bolts will knock down enemies and stun them for 30 seconds. Also, with his magic wand, the hobbit wizard can counter spells cast upon him or any of his allies with 100 feet, though this is only 90% effective and can't be used to counter two spells at once.


Alternatively, you could be a hobbit assassin. Assassins have all of the ability of normal rogues and a few other powers. With 10 seconds of intense concentration, assassins can turn themselves completely invisible - though this power fades if they engage in combat or take any offensive action. They carry an enchanted blade that can cut through any substance as easily as the air. Any living creature struck by this blade will become paralyzed for 10 seconds from a magical poison which coats the blade. The assassin can also carry ranged weapons which carry this poison as well. Assassins have peak hobbit strength and 50% greater than peak hobbit dexterity. Hobbit assassins have heightened senses and awareness and are able to spot invisible or hiding creatures or see through illusions. Hobbit assassins carry three magic items with them at all times, though after using up one of the items it takes 6 months to procure a new one - a scroll of teleportation, when read it teleports the assassin to any place he can see or has seen before, reading the scroll takes 10 seconds; a potion of alteration that allows the hobbit to assume the appearance (but not abilities) of any humanoid creature for up to 6 hours, and a flask of holy water that has the same effect as a priests holy energy burst if thrown on an undead creature.


The largest of hobbit communities have no single leader at all but are instead ruled by a council of elders. These elders vote on issues that effect the community as a whole. Even if embers of the ruling council die, they will be replaced by others, even if they are all killed - meaning that the ruling council can ultimately never be killed permanently as new members are elected to replace those who die. The real advantage to the ruling council is that they usually exist in large hobbit communities, so the total hobbit population of the nation is increased by 50%


You begin play with 50,000 hobbits and 1000 merchants. Your total number of priests and rogues is equal to 1,000 - the more religious your society the fewer rogues will exist. Each merchant also has a caravan with wagons, ponies, and 10 hobbit servants. The total number of hobbit merchants can't exceed 1/50 normal hobbits and the total number of rogues plus priests can't exceed 1/50 normal hobbits. Hobbit nations ruled by a council start with 75,000 hobbits, 1,500 merchants, and 1,500 priests plus rogues.

Ogres


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Ogres are huge and powerful, at least 9 feet tall and built more heavily than dwarves. They have about 6 times the strength and toughness of humans. They aren't as agile though, about 25% less dexterous than humans. Ogres grow and age at about half the human rate, have one child per pregnancy, and have a 18 month gestation period. Ogres aren't very intelligent, an equivalent of a 75 IQ in human terms.


Ogres low intelligence means that they tend not to be good with technology or even basic agriculture. Most ogres communities, however, do have access to basic iron tools and farming techniques - mostly because the leaders of ogres tend to more intelligent than their kin and can manage to organize groups of ogres to work on farms or to refine ore or other actions that ogres tend not to be intelligent enough to complete without direction. Even when ogres have an intelligent leader with foresight, they will still sometimes forget to plant crops or unwisely east what should be saved, and so ogres sometimes face economic difficulties because of this. Iron weapons are fairly common among ogres, though metal armor is quite rare as it is prohibitively expensive for such large creatures with relatively little metal working skill.


Ogres are only a diminutive version of a relative of theirs - giants. Giants are gigantic creatures, twice the height of an ogre and built like a fortress. Their bones are as dense and steel and their flesh like toughened rawhide, they are as strong as 15 men. Giants are somewhat slow and clumsy, having about half of the dexterity of a human. Their intellectual abilities are about on par with ogres, though they tend to have less self control and ability to work with others. Giants tend to associate with ogres as mercenaries or as on again off again allies, they tend to be undependable - though they make up for this with their shear power in combat. Giants seldom wear armor or wield forged weapons, they more frequently hurl large boulders or swing uprooted trees at their enemies. In a raw few cases, a giant may be equipped with some enlarged version of a weapon or makeshift armor made of many medium sized pieced of armor tied together. Because of their undependability, giants will only be available 50% of the time for battles.


Among the ogres there is a class, a subrace of ruling elites, typically called ogre tyrants. Tyrants are much like other ogres but have the average intelligence of a human instead of a typical ogre. This naturally makes the tyrants natural leaders of their people, and as their name implies, they often have to harshly enforce discipline to keep other ogres in line. Tyrants tend to be a bit larger than normal ogres and fat as well, they are 10 feet tall and are 8 times as strong as humans, though only half as fast or dexterous. Ogre tyrants frequently use well forged weapons or even iron armor, sometimes made by themselves or their ogre servants or often bought or stolen from other races. Sometimes ogre tyrants like to huge gigantic versions of long bows with draws of over 500 pounds, a weapon which allows them to shoot arrows as large as spears with deadly speed.


Ogre shifters are a subgroup of tyrants, they have the magical ability to shape shift into different forms. They can change their shape into any non-magical creature of their own size or smaller with a minimum size of one pound. This shape changing ability allows the shifter to assume the shape of any creature he can imagine that is about his own size and doesn't violate the laws of physics or biology - this can include combat forms with huge claws, multiple limbs, armored plates, or a variety of other natural weapons including venom. Changing shape takes between 1 and 10 seconds based on the size change. The downside is that the shifter becomes as vulnerable as the shape he takes, meaning that if he becomes a rat he could be killed by a cat before he has the chance to change back into an ogre.


Behemoths are a kind of feral ogre, one even less intelligent than their brethren but more ferocious. They are about 9 feet tall and with 6 times the strength of a human but with 25% more dexterity. They have vicious claws and razor sharp teeth. Unfortunately, their intelligence is quite low, only about an IQ of 50 each, meaning that they can barely follow orders or interact with other ogres. When found in an ogre army, they are frequently slaves of the ogre tyrants and used as shock troops or cannon fodder. Behemoth females have tow children per birth instead of one, meaning that they can replace their numbers more quickly than normal ogres.


As leader of the ogres, you can be an ogre mage. As an ogre mage, you have the same physical abilities as an ogre shifter, including the ability to change forms. You also have a number of magical abilities. You can shoot electricity from your fingertips in a cone shape, this attack 100 foot length and a 20 foot width at the end of the cone. Ogre mages can effect a sheet of magical energy to protect themselves from harm, this sheet of energy is semi-transparent and crackles with magical energy - it only protects the front but it an block any physical attack (including magic ones like fire) that comes from that direction. The ogre mage must concentrate to keep this shield up and can't take any other action, though if he knows an attack might be coming he has a 50% of erecting the shield fast enough to protect himself. Ogre mages cannot use their magic when shape shifted, though they can make their skin as hard as iron plate armor without losing their powers as long as no other changes are made.


Another kind of ogre leader is a champion. A champion is an ogre tyrant is excels in close combat and in strategy. The champion has peak tyrant strength (8 times as strong as the strongest human!) and peak human dexterity and fighting prowess. The champion wears plate armor, bought either from more skilled races or made by the greatest of tyrant smiths. This plate armor is 4 times as thick as that worn by humans, it is able to stop bullets and even protect the ogre champion from light cannon shots or the blows of might creatures like giants. Even swords that can magically pierce armor treat an ogre champions armor like normal plate. The ogre champion has a close combat weapon that is enchanted to be supernaturally sharp and to never break and his shield can deflect magical attacks directed against him 50% of the time. Also, when an ogre champion rules an army of ogres, each ogre in the army is better trained and drilled in tactics, increasing the fighting skill of each ogre by 10%.


Instead of being an ogre tyrant, you can be a titan. A titan is a very powerful and intelligent giant who has decided to lead a nation of ogres and giants. The titan is massive, 20 feet tall with the strength of 20 men, bones like adamantite, and skin as strong as bronze armor. Titans will often have their servants construct giant weapons for them, such as a 10 foot long sword or a shield as large as a castle wall. Sometimes too, a titan can wear armor, such as scale created from numerous metal plates the size of human breastplates. In addition to his great physical might, titans are resistant to magic as well, taking only a fourth of the normal effect of any magical attack, meaning that it will likely take several instant death spells to kill a titan. When a titan rules over a nation of ogres, he has the respect of his giant subjects, therefore they will always be at the battle and obey orders.


Sometimes an ogre army will be composed of tyrant supremacists - ogre tyrants who believe that they are the superior race of ogres and refuse to associate with their less intelligent cousins. In this case, the army will be composed purely of ogre tyrants and ogre shifters. Such an army does have some advantages over the more diverse ogre armies - namely each ogre is more intelligent. Not only are such nations more intelligent on average, but they have better technology - basically 11th century European technology for the entire army with a few officers and elites having plate armor.


Normal ogre nations start with 20,000 ogres, 2,000 tyrants, 200 shifters, 200 giants, and the leader. Tyrant supremacist nations have 10,000 tyrants, 1,000 shifters, and the leader. Shifters will always be equal to about 10% of the total number of tyrants in an army.


High Elves


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Elves


The elves have the same physical strength and endurance as humans do, though they have twice the dexterity and reflexes as humans. They can see in low light conditions and have extremely sharp senses of hearing and sight, at least twice as good as a human's. The elves live ten times as long as humans, not showing the signs of old age until 500 years, they also are highly resistant to natural diseases. On the downside, elves grow more slowly than humans, and are thus not physically mature until the age of 20 and elven females may only have one child every 5 years though the gestation period is only a year.


Elves are limited to technology of the high middle ages. They never where plate armor because it is too great a hinderance to their dexterity. They have high quality bows, of course, as well as any other item available to someone in the year 1400 aside from gunpowder based weapons which they have no knowledge of. Elves are more intelligent than humans by about 20% though they tend to forget things that they learn over the long years of their lives.


All elves have at least minor magical powers and elven sorcerers are among the most powerful magic users in existence. All elves have access to elven steeds, special horses which are 20% faster than equivalent human horses.


There are three primary types of elves dark elves, wood elves, and high elves. Below are some of the things that make each race unique.


High Elves


High elves are all naturally resistant to magic. Magical attacks against high elves only have half of the effect - a magical spell which which normally kill a foe only severally injures the high elf. High elves can focus their magical energies to shield themselves from harm, this causes every attack against them (melee, ranged or magical) to half as strong as it normally would be. This magical shield can only be maintained if the high elf refrains from attacking and moves at no faster than a quick walk. If not using their magical energies to protect themselves, they can channel the energy into melee or ranged attacks, causing each blow to strike with 50% force than it normally would have.


High elves make their weapons and armor out of a magical material called mythril. Mythril is as strong and durable as steel but half the weight. Virtually every high elf warrior has access to at least a mythril chain shirt. Mythril can even be sold or traded to other armies, but high elves tend to prefer to keep it to themselves.


High elven mages are quite powerful, they have the following abilities. By concentrating (remaining completely still and taking no other action) a high elven mage can become completely immune to magic or he can make one ally within 10 feet immune to magic. Mages can focus their attention on another magic user within 500 feet, while doing this they can counter any spell cast by that magic user before it can take effect. Countering spells this way takes concentration, but they can still walk or fly at half speed while doing so. Mages seldom wear armor, but they are constantly protected by a transparent force field that protects them as well as steel plate armor. They can fly or hover at the speed of 100 mph. They can also teleport anywhere within visual range by concentrating for 30 seconds. Once per day, a high elven mage can concentrate for about 10 seconds while touching an injured ally and heal him of all his injuries. Finally, with 2 seconds of concentration, the mage can shoot out a burst of blazing white flame 50 feet long and 10 feet wide, which will likely kill anything in its path.


Archons are the elite warriors of the high elves. They ride on the highest quality elven steeds, which are 30% faster than human warhorses. They wear mythril full plate, making them the only elves to wear plate armor. Archos can maintain the high elven aura of protection at all times, even when running or attacking. Their swords are specially enchanted so that they can cut through any material which is not magical like a hot knife through butter. Archons are immune to fear and any magical effect which might cause fear. Archons have honed their fighting skills for centuries and have peak elven combat ability. All of the protections that an archon has extends to his steed, including mythril barding.


Another elite high elven unit are the sky riders. These elves are like archons but instead ride upon huge eagles instead. Instead of having magically enchanted blades, they carry magical bows which have twice the range of a human long bow but are easier to draw.


Through a great magical ritual, a high elven mage can create a magical guardian. The guardian is a construct made of various metals, stones, and magical materials coated with mythril plating. It is then given life by the mage. The guardian has no intelligence of its own but will obey every word of the mage who created it. It is about 8 feet tall and has the strength of ten men, its skin is twice as strong as steel plate armor and it is immune to pain, fear, thirst, starvation, disease, and fatigue. The skin beneath the armor is roughly as strong as dense wood, though its clearly some other substance - the guardian can only be killed by smashing its body to pieces or by removing its heart - the place where its magical life form resides. It takes a year of constant work for a mage to create a this construct and a mage can only have one in service to him at once.


Only an archmage can rule over the high elves. The archmage has access to all of the powers that a high elven mage plus the following. The archmage can control up to 5 guardians at once instead of 1. The flame that an archmage shoots has a range of 100 feet instead of 50 and has a width of up to 20 feet. The archmage can teleport anywhere he can see or has been before with 10 seconds of concentration. An archmage can concentrate to make not only himself immune to magic but all allies with 20 feet of him. The archmages aura of protection is always active regardless of what actions he is taking. An archmage can dispel any magical affect on another creature within 100 feet with a second of concentration as long as the target isn't a player/king.


You begin play with 25,000 elves.


High elves begin with 250 mages, 250 archons, 250 sky riders, and 1 guardian for the archmage. The total population of mages, archons, and sky riders cannot exceed 1% of the normal high elf population each.

Wood Elves


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Elves


The elves have the same physical strength and endurance as humans do, though they have twice the dexterity and reflexes as humans. They can see in low light conditions and have extremely sharp senses of hearing and sight, at least twice as good as a human's. The elves live ten times as long as humans, not showing the signs of old age until 500 years, they also are highly resistant to natural diseases. On the downside, elves grow more slowly than humans, and are thus not physically mature until the age of 20 and elven females may only have one child every 5 years though the gestation period is only a year.


Elves are limited to technology of the high middle ages. They never where plate armor because it is too great a hinderance to their dexterity. They have high quality bows, of course, as well as any other item available to someone in the year 1400 aside from gunpowder based weapons which they have no knowledge of. Elves are more intelligent than humans by about 20% though they tend to forget things that they learn over the long years of their lives.


All elves have at least minor magical powers and elven sorcerers are among the most powerful magic users in existence. All elves have access to elven steeds, special horses which are 20% faster than equivalent human horses.


There are three primary types of elves dark elves, wood elves, and high elves. Below are some of the things that make each race unique.


Wood Elves


Wood elves are the perfect forest dweller. They can sense the presence of nearby creatures in their forest even if they cannot see them. They can can walk and leave no tracks, they are perfectly silent, they can track anything as long as its in the forest. They can conceal themselves as to become nearly invisible as long as it in in their natural environment and they are not in combat. Wood elves never need to fear for food or water while in their natural habitat - they merely ask the earth to provide water and a spring bubbles up, they only need to ask a tree to provide food and fruit or nuts instantly grow. Woods elves can all speak to natural animals, who are not obligated to obey but will be friendly towards the elves. They are also immune to extremes of hot or cold as long as it is in their own forest. They can run at full speed through dense forest without impediment or fear of injury. They lose their abilities in the forest if the environment or weather has been altered by magic in some major way - for example, if their forest has been blighted by a necromancer then they can't find food in that area or if a sky master has made it unusually hot or cold they begin to suffer from temperature extremes.


Wood elves do not use metal to make their weapons - they use only natural materials such as leather, wood, and stone. Wood elven plant masters all upon wood spirits to make their wooden weapons especially strong and sharp - comparable to steel but with the lightness of wood. Their arrowheads are merely sharpened wood but can penetrate armor because of the special gifts of tree spirits. Likewise, wood elf long bows are of higher quality than any ever made by humanity because of this enchanted wood. The wood spirits only respect wood elves and if another race tries to use such weapons then the wood becomes normal. Few wood elves like to hinder their movements with armor, though some wear shirts made of leaves likewise blessed by the tree spirits which give them the protection of bronze scales with virtually no weight.


A few rare wood elves are animal masters. These elves can control animals of any kind as long as they are close enough to hear the animal master speak. Animal masters can each control 10,000 points of animals at a time - like could include 100 wolves at 100 lb each, a flock of birds, or 10 horses. Flying creatures are harder to control than other animals and count as twice their weight or ten pounds each, which ever is greater. Animals which are killed return to the animal master within a month if he doesn't find replacements sooner. In addition to acting in combat, these animals can act as spies or scouts as well.


Many animal masters ride upon giant eagles, though if they do so they cannot control ay other animal at the time. These eagles can fly at 60 mph and are as strong as lions, they can rip a man to shreds with their talons or beak.


Some wood elves are sky masters. Sky masters can control the weather within a 5 mile radius. They can change the temperature by up to 50 degrees Fahrenheit. They can cause it to storm or precipitate or for precipitation to stop. They can halt all wind or create winds of up to 50 mph to blow in any direction they desire. They can cause the wind to carry them as a form of flight, allowing them to fly at up to 25 mph. If there are clouds or they have summoned a storm, they can cause lightning to strike any target within visual range up to once per 10 minutes, though it takes about 10 seconds of concentration.


Another kind of wood elf with special powers is a plant master. Plant masters can manipulate and control plant life. They can cause every tree, vine, or bush within 100 feet to lash out at enemies of the plant master - tree limbs have twice the strength of a human while other plants are generally weaker than humans. The plant master can cause 100 acres per year of crops to grow twice abundantly as normal. Once per day, the plant master can cause a wall of thorns to instantly spring up - this wall is 100 long, 10 feet tall, and 10 feet thick. With a special month long ritual, a plant master can create a Treant from an existing tree, though this can only be used to replace lost Treants and cannot be used to exceed the 1 tree man per 500 elves limit. Plant masters can also heal Treants of all their injuries by touching them an concentrating for an hour.


For every 500 woods elves, they will have one Treant ally. Treants are large living tree-like creatures. They stand 20 feet tall or more, have the strength of 20 men, and are as resilient to injury as is a hard wood tree. They move and act very slowly, and have about 25% of the agility and reaction speed of a normal human and can run no faster than half a mile per hour.


Some wood elves are healers. Healers can heal all injuries or diseases to any natural creature with but a touch an 10 seconds of concentration. A healer can touch polluted water and make it clean and pure, they can also remove magical curses with but a touch or cure blighted land. Healers can even bring the dead back to life, but doing so exhausts their healing powers for a full year.


As king of the wood elves, you are a druid. The druid represents balance between the natural forces and the magics that wood elves are masters of. As a druid, you have all of the powers of an animal master, a plant master, a sky master, and a healer. Furthermore, you can magically feel any disturbance in the forests that you people occupy, such as invaders or damage to the environment.


You begin play with 25,000 wood elves.


Wood elves begin play with 250 animal masters, 250 plant masters, 250 sky masters, and 250 healers. You also have 50 Treants as well. The population of each special kind of wood elf cannot rise above 1% of the population of normal elves.