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 243Official nation catalogue tool
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Shortlist
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 243Exalted 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 245A woodland realm of satyrs, centaurs, minotaurs, and Maenads led from sacred groves by powerful nature mages known as Panii.
Official manual, page 246A 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 248Nomadic 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 250Cursed 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 252The 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 254A 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 256Cold-hardened forest barbarians follow warrior-smiths in search of the Enigma of Steel, favouring strong stealthy infantry and exceptionally efficient forging.
Official manual, page 258Cave-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 259One-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 261Magma-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 263Descendants 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 265Jinnun 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 267Civilised and nomadic Enkidu tribes meet around the First City, with terrain-dependent recruits, strong shamans, and sacred Mushussu dragon-kin.
Official manual, page 269Rare 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 271Rakshasa demon-ogres have enslaved the apes of Kailasa, combining powerful sacred demons, light monkey troops, reanimated servants, and blood-death magic.
Official manual, page 272Before 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 274Oni 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 276Three clans of winged humanoids serve the last Eagle Kings, using skilled archers, cold-forged ice equipment, mammoths, and powerful air magic.
Official manual, page 277An 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 279Swarms 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 280A 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 282Totemic clans serve semi-divine Colossi of the Lion Clan, fielding human infantry, poison archers, spider riders, war lions, and elephants.
Official manual, page 284A 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 286Glamour-shrouded Vanir sail from misty northern halls with enchanted cavalry, blood priests, and dwarven smiths skilled in air and earth magic.
Official manual, page 288Ancient 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 289Humans 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 291Frost 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 293Fire 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 294Ancient Pearl Kings unite aquatic Triton clans with amphibious mermen, building the first deep kingdom around water, astral, and nature magic.
Official manual, page 296Shapechanging 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 298Ghosts of a drowned kingdom serve Daktyloi smiths and surviving islanders, while its dominion empties living lands and calls more spectral soldiers.
Official manual, page 299Long-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 300Ancient 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 301An 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 303Descendants of Mekone's Gigantes dominate a much larger slave population, relying on deformed giants, human taskmasters, and formidable fire-earth magic.
Official manual, page 305Satyrs, centaurs, and minotaurs remain bound to the forests, but bronze weapons and armour now reinforce their sacred warriors and nature mages.
Official manual, page 306A 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 308The old empire has collapsed into an undead catastrophe whose death mages, spectral legions, and lethal dominion replace ordinary recruitment and economy.
Official manual, page 310A human successor to Ermor combines disciplined legionnaires with Thaumaturgs and priests who reanimate large numbers of undead servants.
Official manual, page 311A 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 313A feudal human kingdom built over conquered Tuatha lands, known for longbowmen, knights, Wardens, and the air and nature magic of Avalon.
Official manual, page 315The 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 317Humans 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 319An iron-clad human kingdom turns the Enigma of Steel into massed heavy infantry, crossbows, master smiths, and exceptionally productive fortresses.
Official manual, page 321A militant feudal theocracy sends inquisitors, crossbowmen, knights, and flagellants against heresy under strong fire and astral mages.
Official manual, page 323Pyrène 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 325The 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 327Degenerated 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 329Jiniri queens descended from Ubar rule a desert realm of human soldiers and Jinn, drawing on strong air, fire, and glamour magic.
Official manual, page 331The 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 333A fabulously wealthy sacred kingdom led by the Prester King commands many unusual subject peoples, diverse armies, and an exceptionally influential priesthood.
Official manual, page 335Civilised apes now rule themselves, combining numerous monkey troops, Bandar warriors, sacred White Ones, elephants, and accomplished astral and nature mages.
Official manual, page 336An ancient Celestial Empire supports balanced infantry, cavalry, and archers through an efficient bureaucracy and mages drawn from every elemental path.
Official manual, page 338Bakemono who overthrew their Oni masters have founded a mountain kingdom of goblin armies, skilled smiths, assassins, and powerful sorcerers.
Official manual, page 340Winged clans are united beneath the Seraphim, fielding fast archers, ice-armoured troops, and mammoths under masters of air and water magic.
Official manual, page 342A winged mountain necrocracy venerates its dead Sun Kings, using living and mummified servants alongside strong air, death, and solar magic.
Official manual, page 344The 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 346Bat 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 348The 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 350A 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 352Colossi 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 354Humans 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 356Vanir 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 357Jotun 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 359Fierce 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 361Morgen queens rule the splendid coastal city of Ys, joining Tuatha heritage, amphibious nobles, sacred knights, and strong water and glamour magic.
Official manual, page 363Triton kings and amphibious mermen defend a mature underwater realm with varied marine infantry and dependable water, astral, and nature magic.
Official manual, page 365Underwater 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 367After 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 369Alien Starspawn from a shattered world rule beneath the sea, enslaving Atlantians and mermen through mind power and overwhelming astral magic.
Official manual, page 371A diminished but enduring human kingdom follows the prophecies of Sibyls, fielding archaic infantry, elephants, cavalry, and mages with wide magical access.
Official manual, page 373Human 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 375The woodland realm has adapted to a changing world, combining minotaurs, centaurs, satyrs, sacred dryads, and heavy centaur cavalry under nature mages.
Official manual, page 377The 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 378The 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 380A 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 381After 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 383The 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 385The 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 387Humanbred 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 389Abysian-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 391The 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 393The 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 395Naga 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 397Khans 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 399Human rebels who overthrew Bakemono rule through rival Daimyos, fielding samurai infantry, archers, cavalry, ninja assassins, and many national summons.
Official manual, page 401Atlantians 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 403The 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 405The 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 407Humans 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 409A 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 410Humans 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 412Small, 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 414A 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 416Small 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 418Civilised 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 420Cambion 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 422A 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 424Exiled 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 426Alien 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