======Independents====== As the name implies, the independents comprise stationary factions with no affiliation to a god or nation. At the beginning of a game, all provinces except for the players' starting provinces are populated by independent forces, though these are not visible on the first turn. This makes "blind" first turn expanding (into an unknown independent force) a potentially risky move. Independent provinces never have any [[province defense]], nor do they regain troops that have been killed. The independent types that spawn at the beginning of the game are representative of the units that will be present in a player's province defense in that province, as well as what they are able to recruit, //unless// they're [[Undead]] or Phantasmal. [[thrones|Throne]] provinces are guarded by stronger independents, with higher throne levels having stronger guardians and possibly neutral [[Pretenders|Pretender]] chassis. While not limited to thrones, stronger independents may spawn with random [[items|magic items]] and gems, meaning that taking such provinces is often more complicated than the larger quantitity of chaff they have. Note that mages in Throne provinces **do** regain their gems after each battle. Barring upkeep, independent forces are subject to the same checks that any player army is: underlying [[afflictions|disease]] or [[horror mark|horror marking]] [[magic sites]] will afflict them, as will disease caused by [[starvation]]. Additionally, they experience the full effects of any magic items they might have, including items such as a ??Soul Contract?? spawning devils every turn. Independents do not [[patrol]] for any reason, therefore there is no risk to [[stealthy]] commanders in their provinces. Independent forces can also be created through [[random events]] in which they will attack the controlling player's forces stationed there, and perhaps take back control of the province. Should they beat patrolling forces in a fort, independents will never storm a castle, no matter how long they siege it. Independent owned provinces do not experience random events. Should an independent priest bless independent sacred troops, nothing will happen (this is probably a bug). The spells known by independent mages may be set one of two ways: many chassis have predefined research levels, and will be able to cast spells of all research schools, including modded spells, up to this level. Others have a hardcoded list which they are able to draw from. For a full list of these, see [[:independents:spells|this subpage.]] ===== Independent Types ===== ==== Common Independent Types ==== FIXME List common independent types on land and underwater, what pd they generate, what they allow you to recruit. **Mundane Independents** Mundane independents represent the common folk of the Dominions universe, who lack the magic of their more gifted contemporaries and instead defend their land with good old iron and steel (occasionally supported by the local wizard, if you are unlucky). They become more common in the later ages as magic wanes and the weird and wonderful independent types begin to lose their influence. Later age mundane independents are also much more dangerous than their early age counterparts, wielding harder-hitting weapons and wearing tougher armor. For some specific examples: * The lightly armored, spear-wielding ??Heavy Infantry#38?? of the early age are completely replaced by broadsword-wielding ??Heavy Infantry#40?? in the late age. * ??Archer#17??s gain more armor through the ages and are joined by their armor-piercing ??Crossbowman#49?? comrades in the late age. * ??Heavy Cavalry#21?? in the late age universally have 18 protection and three attacks (including their lance charge), while you can see more lightly armored types without additional attacks in earlier ages. They also tend to be a much higher proportion of independent defense in later ages. From any province defended by mundane independents you will be able to recruit whatever units were defending it, and any province defense you set up will be made up of those units. You may also be able to recruit a generic ??Priest#240?? for blessing small numbers of [[sacred | sacreds]]. **Early Independents** The rest of the independent types are those who are more in tune with magic, such as tribespeople, druids and sometimes the magical entities themselves. They are far more common in the early age, and for the most part become rarer in later ages as the overall strength of magic declines and is eclipsed by mundane technology. These "early" independents vary significantly in threat level, some being Militia-level pushovers and others capable of annihilating unprepared expansion parties. Some are quite valuable for the mage recruits they provide, which can easily give a nation access to paths it is otherwise unable to use. They generally become less common the later the age. They can be organized into several subgroups: FIXME Provide brief descriptions of threat level and notable recruits. Images might be nice as well **Misc**: these do not fit into any particular subgroup. * Barbarians Force consists of ??Barbarian#139??s with great swords and ??Barbarian#140??s with mauls, led by 2-3 ??Barbarian Chief#141??s and 0-1 ??Barbarian Lord#147??. Suitable terrain: plain, forest, highland, mountain, waste. Common in EA and MA, in LA they remain common in forests and wastes, becoming uncommon elsewhere. Barbarian Lords cannot be recruited in barbarian provinces. * Druids There are two kinds of druids: ??Woodhenge Druid#105?? commands a ??Woodsman Blowpipe#125?? squad, always accompanied by a second Woodhenge Druid with a ??Vine Man#361?? squad or by a ??Woodsman#126?? squad with no Druid, but rarely by both. Woodhenge Druids are common in Swamps and uncommon in Forests of all ages. Vine Men cannot be recruited, and PD is led by a basic Commander. ??Bloodhenge Druid#122??s, their less common cousins, always gather in groups of five. Their troops consist of ??Woodsman Blowpipe#125??s and either a few ??Dark Vines#330?? or a ??Vine Man#361?? group plus some results of their ??Cross Breeding?? experiments. They are found in the same terrain and have the same recruitment options and PD as their less bloody brethren, and, as such, cannot be recruited. * Forest Trolls At times, a Druid province may be occupied by a handful of ??Forest Troll#2219??s and a single ??Troll Shaman#2220??. Recruitment/PD is identical to the previous indie type. * Hoburg Come in three kinds: First one consists of ??Burgmeister Guard#271??s and ??Hoburg Crossbow#273??s, led by 2 ??Hoburg Champion#272??s, and is found uncommonly in MA and LA farms. ??Hoburg Militia?? may be recruited as well. Burgmeister Guards are not a part of PD. Second one is just a bunch of ??Hoburg Militia??, but they are led by a ??Horticulturist#1198?? and a ??Hoburg Priest#1195??. Also found in farms, but this time in EA and MA. PD led by a Priest. Third kind is a few ??Burgmeister Guard#271??s, ??Hoburg Crossbow#273?? and dreaded ??Hog Knight#1196??s, commanded by a ??Burgmeister#1197??, a ??Horticulturist#1198?? and a ??Hoburg Priest#1195??. Found only in LA (in farms, as usual). Burgmeister cannot be recruited, but ??Hoburg Militia??, ??Hoburg Champion#272??s and even commander version of Hog Knight can be. PD is one such Hog Knight leading Militia and Crossbows. * Fir Bolg ??Fir Bolg Militia#1749??, ??Fir Bolg Warrior#1756??s and ??Fir Bolg Slinger#1758??, all led by a single ??Fir Bolg Champion#1750??. EA Farm exclusive, and uncommon even there and then. No warriors in PD. * Lizards ??Lizard Warrior#423??s and, possibly, ??Crocodile#2185??s, led by 1-2 ??Shaman#170??s. Common in swamps and forests (not so common in LA forests). Crocodiles cannot be recruited. * Monkeys ??Atavi Infantry#1122??, ??Atavi Archer#1121??s, ??Markata#1118?? and ??Markata Archer#1120??s, all led by ??Atavi Chieftain#1127??s. Forest-exclusive, monkeys are common in EA, uncommon in MA and are no longer found in the wild in LA. Markatas (both kinds) are sometimes absent. Markata Archers cannot be recruited. * Raptors ??Raptor#205??s and a few Caelian ??Soulless#317??, led by an indie ??Harab Seraph#252??. Found only in MA Highlands, where they wait for their LA return. Soulless, certainly, cannot be recruited. * Undead A single indie type with many variations. Found in all land terrain types, except Farms, and in all ages. Every specific variation is pretty rare, but all together they have a decent chance to be encountered. Undead provinces always have low population. Recruitment and PD consist of ??Slinger#50??s and ??Commander#34?? (replaced by Cavemen in Caves). Possible variations include: A ??Mound King#190?? leading ??Ghoul#198??s and various standard Longdead. A mounted ??Mound King#188?? leading a ??Longdead Horseman#189?? troop. ??Ghoul#198??s and ??Soulless#197??. ??Possessed Corpse#1765?? with a force of ??Gana#1764??s and ??Pisacha#1715??s. A ??Wight Mage#299??, protected by ??Longdead Horseman#189?? cavalry led by a ??Mound King#188??, ??Mound King#190?? bodyguards and a bunch of ??Soulless#197??. **Tribes**: * Bear Tribe Hatchet ??Bear Tribe Warrior#1593??s and spear/javelin ??Bear Tribe Warrior#1592??s, led by a ??Barbarian Chief#141?? and a ??Bear Tribe Shaman#1597??. Highlands and forests only, uncommon in LA. No Barbarian Chief recruitment. * Bone Tribe ??Bone Tribe Hunter#2817??s and ??Bone Tribe Beast Hunter#2818??s, led by 1-2 ??Bone Tribe Head Hunter#2819??s and a ??Bone Reader#2820??. Can be found in highlands, wastes and forests. The most dangerous of the tribes, they are common only in EA forests, and become completely extinct by LA. PD led by a Head Hunter, not a Bone Reader, though both may be recruited. * Deer Tribe ??Deer Tribe Warrior#1594??s and ??Deer Tribe Archer#1595??s, led by a ??Barbarian Chief#141?? and a ??Deer Tribe Shaman#1598??. Frequent plains, mountains and forests. Become uncommon in LA. No Barbarian Chief recruitment. * Horse Tribe ??Horse Tribe Cavalry#137?? led by ??Horse Tribe Chief#136??s. Can be commonly found in plain, mountain and waste provinces. Become uncommon in LA, except in wastes. * Jaguar Tribe ??Jaguar Tribe Warrior#1611??s and ??Jaguar Tribe Slinger#1610??s, led by a ??Jaguar Tribe Priest#1612??. Inhabit swamps and forests. Dwindle in LA in the latter. * Lion Tribe ??Lion Tribe Warrior#1600??s and ??Lion Tribe Archer#1601??s, led by a ??Lion Tribe Witch Doctor#1602??. Find them on plains, mountains and in forests. Uncommon in LA. * Wolf Tribe ??Wolf Tribe Warrior#124??s and ??Wolf Tribe Archer#123??s, led by a ??Barbarian Chief#141?? and a ??Wolf Tribe Shaman#1596??. The most common tribe: plains, forests, highlands, mountains and even wastes are their homes. In LA, remain common in wastes. No Barbarian Chief recruitment. **Amazons**: One Priestess and one Sorceress, leading some Amazons of the corresponding clan and a handful of that clan's sacred units. Leaders often possess magic items. Least uncommon in EA. All can be recruited, PD is led by a Priestess. * Crystal Amazons ??Crystal Sorceress#346??, ??Crystal Priestess#347??, archer ??Amazon#348??s and ??Pegasus Rider#367??s (who, obviously, can fly). Live on Plains and Mountains. * Garnet Amazons ??Garnet Sorceress#349??, ??Garnet Priestess#350??, fire-resistant ??Amazon#351??s and ??Gryphon Rider#612??s (once again, guard your rear). Waste-exclusive. * Jade Amazons ??Jade Sorceress#352??, ??Jade Priestess#353??, boring ??Amazon#354??s and ??Jade Maiden#370??s. Found in Forests and Swamps. * Onyx Amazons ??Onyx Sorceress#355??, ??Onyx Priestess#356??, better-armored ??Amazon#357??s and scary ??Nightmare#369??s. Never leave Highlands. **Mages**: This category encompasses various human spellcasters protected by standard human troops. All these indie types have the same recruitment list: ??Militia#18??, ??Archer#33??, ??Light Infantry#29??, ??Commander#34??, ??Priest#240?? and a common ??Scout#426??. PD consists of Militia and Archers led by a Commander. As you can see, mages themselves cannot be recruited. * Cloud Mages Either a single ??Cloud Mage#92?? with a lieutenant ??Commander#35??, or two such Mages under a guidance of a ??Wind Master#93??. They lead ??Light Infantry#29?? and ??Archer#33??s, and have a few ??Heavy Infantry#40?? bodyguards. Can be found in Plains, Highlands and Mountains of all ages. * Azure Mages Either an ??Azure Initiate#96?? or an ??Azure Mage#97??, with a retinue of ??Light Infantry#29?? led by a ??Commander#35??. Initiate is also accompanied by some ??Militia#30??, while Mage is followed by one ??Jotun Axeman#279?? and another Commander. Found in Farms and Swamps. * Necromancers One ??Necromancer#310?? and his servants, both human (??Commander#35?? leading ??Light Infantry#29?? and ??Militia#30??) and undead (??Mound King#188?? and a ??Longdead Horseman#189?? squad). Found in Wastes and Caves. In the latter case, recruitment list and PD consist of Cavemen. * Conjurers Either a single ??Conjurer#94?? plus a ??Commander#35??, ??Archer#33??s and ??Heavy Infantry#38??, or two Conjurers led by a ??Circle Master#95??, with a mix of ring mail ??Archer#33??s and plate ??Archer#33??s, a mix of scale mail ??Heavy Infantry#39?? and chain mail ??Heavy Infantry#40??, two Commanders and some risen ??Longdead#195??. Reside in Wastes and Highlands. * Wizards Two of them, a blue ??Wizard#302?? and a red ??Wizard#312??, a single ??War Minotaur#235?? and some weak human troops: a ??Commander#35??, ??Slinger#50??s, ??Militia#30?? with no shield and ??Militia#31?? with one. Farms only. * Pyromancers Just one ??Pyromancer#98??, actually. Also a ??Commander#35?? leading some ??Militia#30?? and ??Light Infantry#29??. Only ever found in Wastes. **Caves**: these independents mostly appear in caves. * Bakemono-Sho Two flavors: Cave-dwelling ??Bakemono-Sho#1394?? are accompanied by a few ??Ko-Oni#1260?? and a ??Bakemono Shaman#1608??. Common in all ages. Recruitment list and PD consists only of Bakemono-Sho and ??Bakemono Chief#1845??. Highland Bakemono-Sho also have some ??Bakemono Archer#1395??s amidst their ranks, who can be recruited and are a part of PD. Uncommon, and no longer encountered in LA. * Ko-Oni A ??Demon Priest#1609?? guiding some ??Ko-Oni#1260??. Uncommon in MA and LA. In EA they are common in Caves and can be sometimes found in Highlands. Both Ko-Oni and Demon Priests can be recruited. * Cavemen A ??Caveman#1615?? tribe led by a ??Caveman Champion#1616??. Common Cave dwellers in all ages, they are sometimes found in EA Wastes as well. * Lava-born ??Lava-born Commander#2511?? commanding some ??Lava-born#2510??. Only common in EA. * Pale Ones ??Pale One#1465??s and a ??Pale One Commander#1463??. Common in all ages. * Zotz A flock of ??Zotz#2504?? led by an unskilled indie ??Camazotz#2505??. Common in all ages. Even without any blood magic Camazotz keep their [[Blood Searcher]] bonus. * Troglodytes Some ??Troglodyte#447??s, led by a ??Troglodyte Lord#1461??. Common only in EA. Lords cannot be recruited. Unexpectedly, PD consists of Cavemen. * Cynocephalians ??Cynocephalian Hunter#3276??s and ??Cynocephalian Warrior#3277??s plus a ??Cynocephalian Chieftain#3278?? and a ??Cynocephalian Shaman#3279??. In EA they are common, and sometimes take residence in Highlands and Wastes. In MA they are uncommon, and Cave-only. Seem to be totally extinct in LA. Indie Cynocephalians have somewhat worse equipment than their Ind-civilized brethren, but cause no unrest. Indie Shamans are non-heretical and have a wider range of crosspaths. **Sea**: these independents mostly appear in the Sea. Some of them (Ichtyids and Shamblers) can be found in coastal land provinces as well. Deep Sea and Gorge have the same list of indies. Most of underwater indie types are Tritons: * Poor Tritons ??Triton#176??s armed with nothing but knives, led by a ??Triton Commander#406??. Uncommon in MA and LA Deep Sea, common otherwise. * Triton Guards Spear-wielding ??Triton#174??s, ??Triton Guard#175??s and a couple of ??Triton Commander#406??s. Always common in shallow Sea, but become uncommon in Deep Sea after EA. Knife Tritons can also be recruited. * Triton Troopers ??Triton Trooper#577??s, ??Triton Guard#175??s and, as usual, two ??Triton Commander#406??s. Only found in MA and LA. Common in shallow Sea, uncommon in Deep Sea. * Shark Knights A small number of ??Shark Knight#545??s, accompanied by ??Triton Trooper#577??s and 2 ??Triton Commander#406??s. Uncommon in MA and LA, not found in EA. * Triton Knights A few ??Triton Knight#1060??s plus some ??Triton Trooper#577??s and a single ??Triton Commander#406??. In EA they are common, but absent in Deep Sea. Later they are uncommon, but found in all underwater provinces. Triton Guards can be recruited as well. * Shark Tribe 2 ??Triton Commander#406??s leading ??Shark Tribe Triton#2383??s. In EA they are common in all Seas, in MA they are no longer found in Deep Sea, in LA they become uncommon. * Tribal Shark Knights ??Shark Knight#545??s and ??Shark Tribe Triton#2383??s, led by 2 usual ??Triton Commander#406??s. Exclusive to EA shallow Sea, but common under these conditions. * Turtle Tribe ??Turtle Tribe Triton#2382??s and 2 ??Triton Commander#406??s. Just like Shark Tribe, common in EA everywhere, leave Deep Sea by MA, uncommon in LA. * Amber Clan An ??Amber Clan Priest#576?? leading ??Amber Clan Triton#574??s and ??Amber Clan Guard#573??s. Sometimes an ??Amber Clan Mage#575?? joins them. Common in EA, uncommon later. PD led by a priest. ==== Rare Independent Types ==== A number of significantly rarer independent types exist. Unlike the above, local recruitment [[province defense]] for these provinces will not include their natural defenders, rather another type of defender will be chosen instead. These provinces have commanders with forced names, additional magic paths, and pre-assigned items, some of which cannot be obtained through other means. There is however a chance that they will generate with additional items. The significance of these provinces is typically in the sites they guard or the items that their defenders carry. In any case, these types of defenders are mostly more dangerous than other provinces. Notably, some //rarity 5// [[magic sites]] which generate naturally have these special defenders. These are highly unusual, and it is rather likely that a map may generate without any of these sites. It has been observed that these population types can also be [[throne]] defenders if their site spawns in a throne province. Despite some of these involving named commanders, this does not stop duplicates appearing on the same map. They may however have slightly different magic paths due to random rolls on their chassis. ^ Site ^ Commanders ^ Example Units ^ Observed terrains ^ Notes ^ | ??Bolivar's Tower of Reflections?? \\ (Search {{path>A3}}) | Bolivar Wise, ??Illusionist??: {{path>A6}}, ??Weightless Scale Mail??, ??Amulet of Missile Protection??, ??Dancing Trident??\\ Grisman, Illusionist: {{path>A2}}, ??Amulet of Missile Protection?? | 3 ??Swordsman?? \\ 5 ??Phantasmal Warrior#297??s \\ 3 ??Maceman?? | Plains, Highland, Mountain | The two illusionist commanders have the [[obfuscate]] ability, making this province often appear empty or with very few swordsmen or macemen. | | ??Holy Crypt of Anre?? \\ (visible) | Anre, ??Eternal Knight??: ??Flambeau??, ??Crown of Command??, ??Girdle of Might?? | 5 ??Eternal Knight??s \\ 39 ??Heavy Infantry#38?? \\ 11 ??Knight??s | Plains, Mountains | | | ??The Queen's Galley?? \\ (search {{path>D3}}) | Queen Andromea, ??Wailing Lady??: ??Astral Serpent?? | 10 ??Ghost??s | Sea (not deep) | | | ??Mine of the Cyclops?? \\ (visible) | Arges, ??Elder Cyclops??: ??Hammer of the Mountains??, ??Copper Plate?? \\ Brontes, Elder Cyclops: +{{path>E3}}, ??Hammer of the Cyclops??, ??Girdle of Might?? \\ Steropes, Elder Cyclops: ??Midget Masher??, ??Dancing Shield?? | 4 ??Gigante Hoplite??s \\ 3 ??Lochos?? | Highland | The ??Hammer of the Cyclops?? is an unforgeable two handed weapon which grants +1 [[master smith]]. | | ??Starke's Ice Cave?? \\ (search {{path>W1}}) | Starke, ??Ice Druid??, {{path>W3D2N1H1}}: ??Vial of Frozen Tears??, ??Ice Sword??, ??Raw Hide Shield?? \\ ??Jotun Herse?? | 1 ??Ghost?? \\ 15 ??Jotun Spearman?? \\ 3 ??Winter Wolf?? | Highland | The ??Vial of Frozen Tears?? is an unforgeable miscellaneous booster for [[Water]] and [[Death]]. | | ??Surakid's Tower?? \\ (search {{path>S1}}) | Surakid, ??Spectral Mage??, {{path>D2S4N3}}: ??Ring of Sorcery?? \\ Arundel, ??Longdead Legionnaire??, ??Enchanted Sword??, ??Hydra Skin Armor??, ??Horror Helmet?? \\ Elias, Longdead Legionnaire, ??Bone Armor??, ??Amulet of Antimagic?? | 15 ??Longdead?? | Highland | | | None | Antatus, ??Golem??, {{path>S4}}: ??Marble Armor??, ??Herald Lance??, ??Scutata Volturnus??, ??Crown of Command?? | 2 ??Stone Monstra?? \\ 28 ??Living Statue??s | Plains | These units appear unrelated to any magic sites. | | None | Satina, ??Sorceress??, {{path>F2E4S3N3}}: ??Robe of the Sorceress??, ??Pendant of Luck?? \\ Sorceress | 22 ??Burgmeister Guard?? \\ 1 ??Crusher?? \ 15 ??Earth Gnome??s \\ 1 ??Fall Bear?? | Forest | The ??Robe of the Sorceress?? is an unforgeable robe which grants +1 to all paths of sorcery. Some unusual units can be recruited from this province: ??Hoburg Militia??, ??Hoburg Crossbow?? (even in EA), ??Hoburg Champion??, and ??Burgmeister Guard??. | | ??Troll Pit?? \\ (search {{path>E2}}) | Skallhögg, ??Troll King??: ??Elf Bane??, ??Lead Shield??, ??Green Dragon Scale Mail??, ??Girdle of Might?? \\ Villvacke, ??Vaetti??: ??Knife of the Damned??, ??Berserker Pelt??, ??Slave Collar?? | 5 ??Troll??s \\ 42 ??Vaetti?? \\ 3 ??Wyvern??s | Highland | This province has some highly unusual local recruits available: ??Chief??, ??Vaetti??, ??Wolf Rider??, ??Troll??. Trolls can be recruited here even without searching the province for the Troll Pit. | | ??Jungle Temple?? \\ (search {{path>N2}}) | Ninhadi, ??Lamia??: ??Fenris' Pelt??, ??Enchanted Sword?? \\ Unu'ishimma, ??Lamia Queen?? {{path>S2D3N2}}: ??Astral Serpent?? | 10 ??Horned Serpent??s \\ 20 ??Lamia??s | Forest | As well as having a hidden site, one of the commanders carries Fenris' Pelt, an artifact. | | None | Solaris, ??Paladin??: ??Sun Armor??, ??Sun Sword??, ??Sun Helm??, ??Sun Shield?? \\ Ignatius, ??High Priest?? {{path>H2}} | 17 ??Flagellant??s \\ 8 ??Knight of the Chalice?? | Farmland | All the Sun items carried by Solaris are unforgeable. Unusually, if this appears in EA it is still possible to recruit the ??Longbowman?? (as well as ??Knight??s) from this province, which is otherwise very difficult in the era. | | ??The Primal Forest?? \\ (visible) | Dumuzi, ??Annunaki of Growth and Rebirth?? {{path>E4D3N5}}: ??Summer Sword??, ??Vine Shield??, ??Ivy Crown?? \\ ??Annunaki of Love and War?? {{path>A5E3N4}} | 2 ??Kithaironic Lion??s \\ 50 ??Vine Man?? \\ 5 ??Vine Ogre??s \\ 13 ??Woodland Spirit??s | Forest | | | ??Desert of Ptah?? \\ (visible) | Ptah, ??Divine Mummy?? {{path>F3S3D5}}: ??Sceptre of Authority??, ??Rat Tail??, ??Crown of Ptah??, ??Red Dragon Scale Mail?? \\ Nuptamon, ??Giant Mummy??: ??Wraith Sword??, ??Copper Plate?? | 3 ??Mummy?? \\ 2 ??Behemoth??s \\ 50 ??Longdead?? \\ 1 ??Scorpion Beast?? | Waste | The ??Crown of Ptah?? is an unforgeable item. If obtained it cannot be removed, but it allows its wearer to cast ??Control the Dead??. | | ??Halls of the Dead?? \\ (search {{path>D1}}) | Katafagus, ??Master Lich?? {{path>F2A3D7}}: ??Crown of Katafagus?? \\ Shattermouth, ??Bane?? | 100 ??Longdead?? \\ 3 ??Mummy?? | Waste, Cave | These defenders have a chance to spawn where the Halls of the Dead do. The site can spawn independently of them, too. The ??Crown of Katafagus?? is an unforgeable item that cannot be removed but allows its wearer to summon mummies. | | ??Catacombs?? \\ (search {{path>D1}}) | Mobar, ??Lich?? {{path>D5}}: ??Skull Staff??, ??Robe of Invulnerability?? \\ Reaver, ??Bane??: ??Horror Helmet??, ??Champion's Skull?? | 50 ??Soulless?? \\ 100 ??Longdead?? \\ 5 ??Wight??s | Waste | These defenders have a chance to spawn where Catacombs do. The site can spawn without these defenders, too. Reaver's ??Champion's Skull?? will typically mean that he enters the [[hall of fame]] on about turn 3 if this site is present on the map. | | ??Cave of Ghouls?? \\ (search {{path>D2}}) | Gore Jaw, ??Ghoul??: ??Blacksteel Tower Shield??, ??Blacksteel Sword??, ??Blacksteel Helmet??, ??Blacksteel Full Plate?? | 57 ??Ghoul??s | Cave, Waste | These defenders have a chance to spawn where Caves of Ghouls do. The site can spawn without these defenders, too. The most important feature here is the named commander: randomly named commanders will never be named Gore Jaw. | | ??Cave of Dark Rites?? \\ (search {{path>D2}}) | Kekon, ??Harvester of Sorrows#491?? {{path>D5}} | 10 ??Fiend of Darkness?? \\ 33 ??Shade??s \\ 30 ??Shade Beast??s | Cave | These defenders have a chance to spawn where the Cave of Dark Rites does. The site can spawn without these defenders, too. These defenders look very like a more common cave independent type: the harvester of souls is the distinguishing feature. The province population will likely be very depleted due to the harvester having the [[reaper]] trait. | | ??The Iron Caverns?? \\ (search {{path>S2}}) | Ar, ??Unfrozen Mage?? {{path>W2E3D4}}: ??Skull Staff??, ??Boots of Stone??, ??Astral Serpent?? \\ Eo, ??Unfrozen Lord??: ??Bone Armor??, ??Amulet of Antimagic?? | 6 ??Unfrozen?? \\ 26 ??Unfrozen Warrior??s | Cave | These defenders have a chance to spawn where The Iron Caverns are. The site can spawn without these defenders, often in other terrain types. | | ??The Doom Cloud?? \\ (search {{path>A2}}) | ??Pazuzu - Lord of the Plague Wind??: ??Bane Blade??, ??Weightless Tower Shield?? | 32 ??Longdead?? \\ 8 ??Storm Demon??s | Waste | These defenders have a chance to spawn if The Doom Cloud spawns in a waste. | | None | Yiaia, ??Starspawn?? {{path>W1S5D2N2}}: ??Robe of Shadows??, ??Ring of Sorcery??, ??Astral Serpent?? \\ ??Ichtyid Lord?? | 5 ??Ether Warrior??s \\ 22 ??Ichtyid?? \\ 14 ??Ichtyid Warrior??s | Coast | The treasure here is the ??Ring of Sorcery??. | | None | Get-Ola, ??Chimera??: ??Carcator the Pocket Lich?? | 25 ??Draconian??s | Highland | The pocket lich is an artifact. This province has some highly unusual local recruits available: ??Chief??, ??Vaetti??, ??Wolf Rider??, ??Troll??.| | ??Earthroot Tower?? (search {{path>E1}})| ??Troll King?? | 8 ??Troll??s \\ 1 ??Troll Moose Knight?? \\ 2 ??War Troll??s | Highland | This province has some highly unusual local recruits available: ??Troll??s, ??War Troll??s, ??Troll Moose Knight??s, and most importantly the ??Troll King?? for a mere 200 gold.| | None | Tott'ush, ??Shaman?? {{path>S1N3}}: ??Vine Whip??, ??Totem Shield??, ??Horned Helmet??, ??Hydra Skin Armor??, ??Boots of Long Strides??, ??Cat Charm??, ??Barkskin Amulet?? | 1 non-commander ??Shaman?? \\ 25 ??Slave Warrior??s | Swamp | The slave warriors have a 50% chance to not always present, making this a very easy province to take with only two shamans in it. Additionally, Tott'ush carries a large amount of gear to loot. | | None | Tulsa Doom, ??Shaman?? {{path>S2N3}}: ??Thorn Staff??, ??Robe of Shadows??, ??Snake Ring??, ??Pendant of Luck?? \\ 1 ??Shaman?? | 36 ??Slave Warrior??s | Swamp | | | None | Oberführer, ??Hoburg Hero??: ??Shortsword??, ??Blacksteel Helmet??, ??Blacksteel Full Plate?? \\ ??Burgmeister?? \\ ??Hoburg Priest?? \\ ??Horticulturist?? | 14 ??Burgmeister Guard?? \\ 3 ??Hoburg Crossbow??s \\ 16 ??Hog Knight??s | Farmland | Oberführer carries the unforgeable Shortsword, a two handed weapon which inflicts double damage to larger beings. This province allows the recruitment of ??Hoburg Militia??, ??Burgmeister Guard??, ??Hoburg Champion??s, and (even in EA) ??Hoburg Crossbow??s. | | None | Shark Bane, ??Sea King??: ??Wave Breaker?? | 5 ??Kraken?? \\ 14 ??Sea Troll??s | Sea | Unique, but unremarkable. | | None | Ogul Voidmaster, ??Hydromancer??: ??Robe of the Sea??, ??Spell Focus?? \\ 2 ??Initiate of the Deep?? \\ 1 ??Sea Father?? | 5 ??Amber Clan Guard??s \\ 1 ??Amber Clan Triton?? \\ 3 ??Shark Knight??s \\ 1 ??Triton Trooper?? | Sea | Unique, but unremarkable. | | None | Shul Uzuz, ??Mind Lord?? | 2 ??Shambler??s \\ 10 ??Slave Troll??s | Gorge, Deep Sea | Unique, but unremarkable. | | None | Tiamat, ??Wyrm?? {{path>W1E1}} | 10 ??Sea Serpent??s | Gorge, Deep Sea | Unique, but unremarkable. | | None | Lucidor, ??Adept of Pyriphlegeton??: ??Fire Brand?? \\ ??Commander#35??: ??Ring of Fire?? \\ ??Priest?? \\ ??Warlord#119?? | 5 ??Abysian Infantry#82?? \\ 20 ??Light Infantry?? \\ 1 ??Salamander?? | Plains, Mountain, Waste | Easily mistaken for a common light infantry province. |