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Search the official-manual summaries, filter by age, and put up to three nations side by side. The summaries describe the nations; they are not full strategy guides.

Official-manual summaries

Early Age

Arcoscephale, Golden Era

A loose league of bronze-age city-states whose armies combine myrmidons, chariots, engineers, flying Icarids, and sacred Pegasus Riders with gifted philosophers and mystics.

Official manual, page 243
Early Age

Mekone, Brazen Giants

Exalted Gigantes rule an uneasy population of human helots, fielding a small core of mighty warriors and Cyclope smiths beside large numbers of slave soldiers.

Official manual, page 245
Early Age

Pangaea, Age of Revelry

A woodland realm of satyrs, centaurs, minotaurs, and Maenads led from sacred groves by powerful nature mages known as Panii.

Official manual, page 246
Early Age

Ermor, New Faith

A rising human empire of disciplined legionnaires and lizard auxiliaries where the New Faith is replacing older cults and strengthening an already powerful priesthood.

Official manual, page 248
Early Age

Sauromatia, Amazon Queens

Nomadic warrior tribes led by Amazon queens fight with cavalry, serpent and lizard riders, and hydras, supported by death, nature, and blood magic.

Official manual, page 250
Early Age

Fomoria, The Cursed Ones

Cursed Fomorian giants rule alongside Fir Bolg and Nemedian descendants, bringing strong storm and death magic to armies that can cross the sea.

Official manual, page 252
Early Age

Tir na n'Og, Land of the Ever Young

The mist-shrouded home of the Tuatha and Sidhe, where Fir Bolg infantry supports elusive sacred warriors and masters of glamour, nature, and water magic.

Official manual, page 254
Early Age

Marverni, Time of Druids

A union of tribal chiefdoms guided by Druids, with tattooed warriors, noble cavalry, sacred boars, and broad earth, astral, nature, and water magic.

Official manual, page 256
Early Age

Ulm, Enigma of Steel

Cold-hardened forest barbarians follow warrior-smiths in search of the Enigma of Steel, favouring strong stealthy infantry and exceptionally efficient forging.

Official manual, page 258
Early Age

Pyrène, Kingdom of the Bekrydes

Cave-dwelling Bekrydes share their mountain kingdom with ancient giants, cyclopes, and storm-witches, combining human troops with boulder-throwing giants and earth-air magic.

Official manual, page 259
Early Age

Agartha, Pale Ones

One-eyed Pale Ones inhabit the deep earth and underwater caverns, serving ancient Oracles and fielding amphibious troops and enormous sacred Ancient Ones.

Official manual, page 261
Early Age

Abysia, Children of Flame

Magma-born humanoids march in very heavy armour with salamanders, radiating heat and practising powerful fire and blood magic in a scorched volcanic realm.

Official manual, page 263
Early Age

Hinnom, Sons of the Fallen

Descendants of fallen angels rule a hierarchy of Rephaite, Avvite, Horite, and Enkidu giants, backed by chariots and unusually broad elemental, astral, and blood magic.

Official manual, page 265
Early Age

Ubar, Kingdom of the Unseen

Jinnun and human servants inhabit the hidden desert city of Iram, fielding camel riders, Ghuls, invisible Jinn, and sacred Ifrit warriors under a concealing dominion.

Official manual, page 267
Early Age

Ur, The First City

Civilised and nomadic Enkidu tribes meet around the First City, with terrain-dependent recruits, strong shamans, and sacred Mushussu dragon-kin.

Official manual, page 269
Early Age

Kailasa, Rise of the Ape Kings

Rare semi-divine Yakshas guide newly civilised apes from sacred Mount Kailasa, relying on numerous light troops and strong astral, nature, and glamour magic.

Official manual, page 271
Early Age

Lanka, Land of Demons

Rakshasa demon-ogres have enslaved the apes of Kailasa, combining powerful sacred demons, light monkey troops, reanimated servants, and blood-death magic.

Official manual, page 272
Early Age

T'ien Ch'i, Spring and Autumn

Before the Celestial Empire, rival nobles wage war across a realm steeped in the magic of the Way, supported by reclusive masters and summoned celestial beings.

Official manual, page 274
Early Age

Yomi, Oni Kings

Oni kings emerge from a volcanic entrance to the Netherworld and command demons, Bakemono, and human servants in a harsh land shaped by chaos.

Official manual, page 276
Early Age

Caelum, Eagle Kings

Three clans of winged humanoids serve the last Eagle Kings, using skilled archers, cold-forged ice equipment, mammoths, and powerful air magic.

Official manual, page 277
Early Age

Mictlan, Reign of Blood

An isolated tribal empire sustains its dominion through blood sacrifice, sending slave levies and sacred Jaguar and Eagle Warriors into battle under mage-priests.

Official manual, page 279
Early Age

Xibalba, Vigil of the Sun

Swarms of stealthy bat people guard the old paths of the sun beneath Mictlan, relying on flight, numbers, blood hunting, and dark magic.

Official manual, page 280
Early Age

C'tis, Lizard Kings

A sacral kingdom of cold-blooded lizardfolk rules a warm river valley with chariots, slave warriors, sacred serpents, and accomplished death and nature mages.

Official manual, page 282
Early Age

Machaka, Lion Kings

Totemic clans serve semi-divine Colossi of the Lion Clan, fielding human infantry, poison archers, spider riders, war lions, and elephants.

Official manual, page 284
Early Age

Berytos, The Phoenix Empire

A reborn seafaring empire descended from Telkhine-taught colonists is ruled by Colossi sorcerer-queens and prospers through coastal trade, sailing, and wide magical access.

Official manual, page 286
Early Age

Vanheim, Age of Vanir

Glamour-shrouded Vanir sail from misty northern halls with enchanted cavalry, blood priests, and dwarven smiths skilled in air and earth magic.

Official manual, page 288
Early Age

Helheim, Dusk and Death

Ancient Vanir who guide the dead rule a shadowed land, where flying Valkyries and elusive cavalry serve masters of death, glamour, and air.

Official manual, page 289
Early Age

Rus, Sons of Heaven

Humans and mighty Chudes share a cold northern realm, mustering hunters, berserkers, and sacred bear skinshifters beneath mages of air, nature, and fire.

Official manual, page 291
Early Age

Niefelheim, Sons of Winter

Frost giants descended from primordial Rimtursar lead Jotun infantry and skinshifters from a land of eternal winter, backed by water, blood, and death magic.

Official manual, page 293
Early Age

Muspelheim, Sons of Fire

Fire giants dwell in an ashen valley among cold-loving Jotuns, joining immense infantry with strong fire, air, death, glamour, and blood magic.

Official manual, page 294
Early Age

Pelagia, Pearl Kings

Ancient Pearl Kings unite aquatic Triton clans with amphibious mermen, building the first deep kingdom around water, astral, and nature magic.

Official manual, page 296
Early Age

Oceania, Coming of the Capricorns

Shapechanging half-men and guardians of the kelp forests cross freely between sea and shore, spreading coastal turmoil through nature, water, and glamour magic.

Official manual, page 298
Early Age

Therodos, Telkhine Spectre

Ghosts of a drowned kingdom serve Daktyloi smiths and surviving islanders, while its dominion empties living lands and calls more spectral soldiers.

Official manual, page 299
Early Age

Atlantis, Emergence of the Deep Ones

Long-lived amphibious Deep Ones rise from the ocean trenches under Basalt Kings, fighting with heavy basalt weapons and strong earth, water, and fire magic.

Official manual, page 300
Early Age

R'lyeh, Time of Aboleths

Ancient Aboleth Mind Lords rule the deepest seas by enslaving mermen and Deep Ones, pairing mental domination with powerful astral and water magic.

Official manual, page 301
Middle Age

Arcoscephale, The Old Kingdom

An ageing human kingdom preserves archaic armies of hoplites, cavalry, and elephants while returning Astrologers and Mystics rebuild its once-famous magical strength.

Official manual, page 303
Middle Age

Phlegra, Deformed Giants

Descendants of Mekone's Gigantes dominate a much larger slave population, relying on deformed giants, human taskmasters, and formidable fire-earth magic.

Official manual, page 305
Middle Age

Pangaea, Age of Bronze

Satyrs, centaurs, and minotaurs remain bound to the forests, but bronze weapons and armour now reinforce their sacred warriors and nature mages.

Official manual, page 306
Middle Age

Asphodel, Carrion Woods

A corrupted branch of Pangaea turns the forest toward death, raising carrion creatures and undead half-men as its dominion consumes the living population.

Official manual, page 308
Middle Age

Ermor, Ashen Empire

The old empire has collapsed into an undead catastrophe whose death mages, spectral legions, and lethal dominion replace ordinary recruitment and economy.

Official manual, page 310
Middle Age

Sceleria, The Reformed Empire

A human successor to Ermor combines disciplined legionnaires with Thaumaturgs and priests who reanimate large numbers of undead servants.

Official manual, page 311
Middle Age

Pythium, Emerald Empire

A surviving imperial state fields legionnaires and sacred troops beneath Theurgs whose astral communions preserve the magical traditions that escaped Ermor's fall.

Official manual, page 313
Middle Age

Man, Tower of Avalon

A feudal human kingdom built over conquered Tuatha lands, known for longbowmen, knights, Wardens, and the air and nature magic of Avalon.

Official manual, page 315
Middle Age

Eriu, Last of the Tuatha

The remaining Tuatha and Sidhe live among Fir Bolg and humans after losing their blessed isle, fighting through stealth, glamour, and mobile sacred warriors.

Official manual, page 317
Middle Age

Agartha, Golem Cult

Humans now dominate the cavern realm while the dwindling Pale Ones and their Oracles support a cult of statues, constructs, and powerful earth magic.

Official manual, page 319
Middle Age

Ulm, Forges of Ulm

An iron-clad human kingdom turns the Enigma of Steel into massed heavy infantry, crossbows, master smiths, and exceptionally productive fortresses.

Official manual, page 321
Middle Age

Marignon, Fiery Justice

A militant feudal theocracy sends inquisitors, crossbowmen, knights, and flagellants against heresy under strong fire and astral mages.

Official manual, page 323
Middle Age

Pyrène, Time of the Akelarre

Pyrène has become a mountain feudal kingdom where human nobles coexist uneasily with Sorginak witches, Jentilak giants, and the secret gatherings of the Akelarre.

Official manual, page 325
Middle Age

Abysia, Blood and Fire

The magma-born people retain their heavy infantry and fire immunity while Warlocks and blood priests give the volcanic kingdom an increasingly sinister magical arm.

Official manual, page 327
Middle Age

Ashdod, Reign of the Anakim

Degenerated descendants of the Nephilim still tower over other peoples, ruling human subjects with mighty Anakite warriors and broad fire, earth, astral, and blood magic.

Official manual, page 329
Middle Age

Na'Ba, Queens of the Desert

Jiniri queens descended from Ubar rule a desert realm of human soldiers and Jinn, drawing on strong air, fire, and glamour magic.

Official manual, page 331
Middle Age

Uruk, City States

The Enkidu realm has grown into rival city-states whose urban armies, rural levies, priestesses, and shamans retain strong ties to plains, swamps, and ancient spirits.

Official manual, page 333
Middle Age

Ind, Magnificent Kingdom of Exalted Virtue

A fabulously wealthy sacred kingdom led by the Prester King commands many unusual subject peoples, diverse armies, and an exceptionally influential priesthood.

Official manual, page 335
Middle Age

Bandar Log, Land of the Apes

Civilised apes now rule themselves, combining numerous monkey troops, Bandar warriors, sacred White Ones, elephants, and accomplished astral and nature mages.

Official manual, page 336
Middle Age

T'ien Ch'i, Imperial Bureaucracy

An ancient Celestial Empire supports balanced infantry, cavalry, and archers through an efficient bureaucracy and mages drawn from every elemental path.

Official manual, page 338
Middle Age

Shinuyama, Land of the Bakemono

Bakemono who overthrew their Oni masters have founded a mountain kingdom of goblin armies, skilled smiths, assassins, and powerful sorcerers.

Official manual, page 340
Middle Age

Caelum, Reign of the Seraphim

Winged clans are united beneath the Seraphim, fielding fast archers, ice-armoured troops, and mammoths under masters of air and water magic.

Official manual, page 342
Middle Age

Nazca, Kingdom of the Sun

A winged mountain necrocracy venerates its dead Sun Kings, using living and mummified servants alongside strong air, death, and solar magic.

Official manual, page 344
Middle Age

Mictlan, Reign of the Lawgiver

The old tribal empire has been reshaped by the Lawgiver, retaining light armies and sacred Jaguar and Eagle Warriors while turning away from its former blood cult.

Official manual, page 346
Middle Age

Xibalba, Flooded Caves

Bat people and amphibious Muuch share a realm of flooded caverns, combining flying and aquatic troops with water, death, earth, and blood magic.

Official manual, page 348
Middle Age

C'tis, Miasma

The lizard kingdom's warm swamps are protected by a supernatural miasma, while Sauromancers lead poison-resistant troops through death and nature magic.

Official manual, page 350
Middle Age

Machaka, Reign of Sorcerors

A sacral human kingdom ruled by a replaceable priest-king relies on hoplites, archers, spider riders, and feared sorcerers of fire, earth, death, and nature.

Official manual, page 352
Middle Age

Phaeacia, Isle of the Dark Ships

Colossi queens rule a wealthy island whose magical Dark Ships cross the oceans, carrying heavy troops and mages with unusually broad elemental access.

Official manual, page 354
Middle Age

Vanheim, Arrival of Man

Humans now form most of Vanheim's population, but the dwindling Vanir still rule through glamour, sailing, enchanted cavalry, and powerful air magic.

Official manual, page 356
Middle Age

Vanarus, Land of the Chuds

Vanir influence has reshaped the cold lands of humans and Chudes into a mixed realm of infantry, mounted archers, sacred warriors, and northern sorcery.

Official manual, page 357
Middle Age

Jotunheim, Iron Woods

Jotun giants descended from primordial frost beings rule cold forests with giant infantry, goblin servants, skinshifters, and water, death, nature, and blood magic.

Official manual, page 359
Middle Age

Nidavangr, Bear, Wolf and Crow

Fierce human settlers occupy frozen mountains and moors, fighting as berserkers and skinshifters under smiths, seers, and the old powers of bear, wolf, and crow.

Official manual, page 361
Middle Age

Ys, Morgen Queens

Morgen queens rule the splendid coastal city of Ys, joining Tuatha heritage, amphibious nobles, sacred knights, and strong water and glamour magic.

Official manual, page 363
Middle Age

Pelagia, Triton Kings

Triton kings and amphibious mermen defend a mature underwater realm with varied marine infantry and dependable water, astral, and nature magic.

Official manual, page 365
Middle Age

Oceania, Mermidons

Underwater half-men have lost much of their old domain, but Mermidon warriors and adaptable nature-water mages still defend the remaining kelp forests.

Official manual, page 367
Middle Age

Atlantis, Kings of the Deep

After the fall of the Basalt City, amphibious Atlantians rebuild under new kings with heavy infantry and strong water, earth, and death magic.

Official manual, page 369
Middle Age

R'lyeh, Fallen Star

Alien Starspawn from a shattered world rule beneath the sea, enslaving Atlantians and mermen through mind power and overwhelming astral magic.

Official manual, page 371
Late Age

Arcoscephale, Sibylline Guidance

A diminished but enduring human kingdom follows the prophecies of Sibyls, fielding archaic infantry, elephants, cavalry, and mages with wide magical access.

Official manual, page 373
Late Age

Phlegra, Sleeping Giants

Human slaves rule themselves while monstrous giants remain imprisoned below, but younger Cyclopes already serve as soldiers and smiths as the old terror begins to return.

Official manual, page 375
Late Age

Pangaea, New Era

The woodland realm has adapted to a changing world, combining minotaurs, centaurs, satyrs, sacred dryads, and heavy centaur cavalry under nature mages.

Official manual, page 377
Late Age

Pythium, Serpent Cult

The faded Emerald Empire has embraced a serpent cult, pairing heavy legionnaires, serpent cavalry, gladiators, and sacred hydras with varied but mostly modest magic.

Official manual, page 378
Late Age

Lemuria, Soul Gates

The dead of old Ermor pour through opened Soul Gates, forming an immortal priesthood and spectral legions sustained by a population-killing dominion.

Official manual, page 380
Late Age

Man, Towers of Chelms

A mature feudal kingdom defends its towers with longbowmen, crossbow infantry, knights, and Wardens while learned mages preserve air, earth, and astral traditions.

Official manual, page 381
Late Age

Ulm, Black Forest

After civil war and a great malediction, Ulm is ruled from the Black Forest by secret orders, blood mages, and vampires supported by infantry, knights, and ghoul guardians.

Official manual, page 383
Late Age

Agartha, Ktonian Dead

The Pale Ones are gone, leaving human cave-dwellers to command their dead Oracles, animated statues, heavy infantry, and powerful earth-death magic.

Official manual, page 385
Late Age

Marignon, Conquerors of the Sea

The old theocracy has become a seaborne imperial power whose sailors, crossbows, flagellants, inquisitors, and blood priests carry fiery faith across the oceans.

Official manual, page 387
Late Age

Abysia, Blood of Humans

Humanbred descendants now dominate a fading Abysia, retaining fire resistance, disciplined infantry, axe throwers, and the old kingdom's fire and blood magic.

Official manual, page 389
Late Age

Ragha, Dual Kingdom

Abysian-descended Turans and winged Airyan refugees share a seasonal monarchy, blending fire and ice, gryphon cavalry, flying troops, and both nations' magical traditions.

Official manual, page 391
Late Age

Caelum, Return of the Raptors

The Raptor Clan has returned to prominence among Caelum's winged peoples, bringing earth and death magic to fast archers, ice troops, and mammoths.

Official manual, page 393
Late Age

Gath, Last of the Giants

The last Gittite giants rule alongside several human tribes, fielding mighty sacred warriors and mages of fire, earth, astral, blood, nature, and death.

Official manual, page 395
Late Age

Patala, Reign of the Nagas

Naga kings now rule the ape lands, joining sacred amphibious serpent warriors with monkey infantry, missile troops, and strong water, earth, nature, and astral magic.

Official manual, page 397
Late Age

T'ien Ch'i, Barbarian Kings

Khans have seized a crumbling Celestial Empire, adding cavalry and mounted warfare to its heavy infantry, archers, celestial summons, and broad magical tradition.

Official manual, page 399
Late Age

Jomon, Human Daimyos

Human rebels who overthrew Bakemono rule through rival Daimyos, fielding samurai infantry, archers, cavalry, ninja assassins, and many national summons.

Official manual, page 401
Late Age

Mictlan, Blood and Rain

Atlantians have joined Mictlan's rain cult, adding sacred amphibious warriors and water magic to its light troops, blood sacrifices, and Jaguar and Eagle Warriors.

Official manual, page 403
Late Age

Xibalba, Return of the Zotz

The bat people have reclaimed their caverns, mustering swarms of stealthy fliers and a few amphibious Muuch under water, death, earth, and blood mages.

Official manual, page 405
Late Age

C'tis, Desert Tombs

The old swamps have become desert and the lizard kingdom now marches with reanimated dead, undead priests, and powerful death and fire magic.

Official manual, page 407
Late Age

Midgård, Age of Men

Humans have inherited Vanheim while a few Vanir remain, combining heavy infantry, sailors, skinshifters, berserkers, and masters of air, astral, and blood magic.

Official manual, page 409
Late Age

Bogarus, Age of Heroes

A cold human principality descended from Vanarus fields cavalry, mounted archers, and infantry while its learned mages command an unusually wide range of magic.

Official manual, page 410
Late Age

Utgård, Well of Urd

Humans now share the old giant realm with remaining Jotuns, combining giant and human infantry with water, astral, death, glamour, and blood magic.

Official manual, page 412
Late Age

Vaettiheim, Wolf Kin Jarldom

Small, stealthy Vaettir have founded their own cold jarldom, riding wolves and serving alongside a few giants under death, glamour, nature, and blood mages.

Official manual, page 414
Late Age

Feminie, Sage-Queens

A hidden Amazon queendom freed from Ind fields sacred human infantry and knights beneath sage-queens whose dominion conceals the realm's borders.

Official manual, page 416
Late Age

Piconye, Legacy of the Prester King

Small horned people once subject to Ind now defend their own kingdom with Bird Knights, sacred crossbowmen, strong priests, and astral-earth magic.

Official manual, page 418
Late Age

Andramania, Dog Republic

Civilised Cynocephalian dog-men have built a disciplined republic whose conscript infantry and crossbowmen fight under mages of fire, astral, nature, and earth.

Official manual, page 420
Late Age

Pyrène, Cambion Kings

Cambion dynasties rule a feudal mountain kingdom of cave-descended humans, crossbowmen, knights, and sacred demon cavalry supported by blood and glamour magic.

Official manual, page 422
Late Age

Erytheia, Kingdom of Two Worlds

A marriage between Pelagian and Arcoscephalian colonies created a realm spanning land and sea, with amphibious mermen, Tritons, humans, and broad elemental magic.

Official manual, page 424
Late Age

Atlantis, Frozen Sea

Exiled Atlantians have settled an icy coast, becoming ocean-sailing amphibians armed with magical ice polearms and supported by water and death magic.

Official manual, page 426
Late Age

R'lyeh, Dreamlands

Alien Starspawn and Illithids rule an underwater slave empire of Atlantians, hybrids, and summoned Void beings, spreading insanity through astral and dream magic.

Official manual, page 428