Home » Rival Realms » Rival Realms – Windows Manual – English

Rival Realms – Windows Manual – English

Details
Type
Manual
Platform
Windows
Language
English
Size
565.64 KB
Filename
rival-realms_win_manual_en_qp3.pdf
View manual text
Contents
Installing Rival Realms .............................................................. 2
Starting Rival Realms ................................................................ 2
Learning to play .......................................................................... 3
Choosing a game ......................................................................... 3
Resources ..................................................................................... 4
Interface Description .................................................................. 4
Main Menu ............................................................................ 4
Control Panel ......................................................................... 6
Inventory and Inventory actions ............................................ 9
Interfaces for managing your Buildings ................................ 9
Troops ........................................................................................ 10
General Orders (specific to mobile troops): ........................ 10
Healing and Repairing ......................................................... 11
Selection .............................................................................. 12
Formation Manoeuvres ........................................................ 13
Troop attributes ................................................................... 13
Spellcasters .......................................................................... 14
Spies .................................................................................... 16
Humans ...................................................................................... 19
Human Land Troops ............................................................ 20
Human Seaborne Units ........................................................ 23
Human Airborne Units ........................................................ 24
Human Buildings ................................................................. 25
Greenskins ................................................................................. 31
Greenskin Land Troops ....................................................... 32
Greenskin Seaborne Units ................................................... 34
Greenskin Airborne Units ................................................... 34
Greenskin Buildings ............................................................ 35
Elves ........................................................................................... 39
Elf Land Troops................................................................... 40
Elf Seaborne Units............................................................... 42
Elf Airborne Units ............................................................... 42
Elf Buildings........................................................................ 43
Artifacts ..................................................................................... 46
Monsters .................................................................................... 48
Notes ........................................................................................... 49

1

Installing Rival Realms
To install Rival Realms, you must be using Microsoft Windows 95 or
later. The game also requires Microsoft DirectX5, and can install it for
you if you don’t already have it.
To install Rival Realms on your computer:
1.
2.
3.
4.

Turn on your computer and start Windows.
Place the Rival Realms CD into your CD-ROM drive.
If AutoPlay is enabled, wait for the Setup window to appear;
otherwise, browse to your CD drive and double-click ‘Gsetup’.
Click the ‘Install’ button then follow the instructions that appear on
the screen.

Uninstalling Rival Realms
1.
2.
3.
4.

Turn on your computer and start Windows.
Place the Rival Realms CD into your CD-ROM drive.
If AutoPlay is enabled, wait for the Setup window to appear;
otherwise, browse to your CD drive and double-click ‘Gsetup’.
Click the ‘Uninstall’ button then follow the instructions that appear
on the screen.

Starting Rival Realms
You must have a Rival Realms CD in your CD-ROM drive to play
single-player games or use the Scenario Editor. If you installed Rival
Realms but do not have a CD, you can only create and join multiplayer
games.

To start Rival Realms
Rival Realms places a program group on your Programs Menu.
If the Rival Realms CD is already in your CD-ROM drive, click the
Windows Start button, point to Programs, point to Link Arts Studio, and
then click Rival Realms. Remember that you need the CD in the drive to
play single-player games.
You can skip the opening cinematics by clicking the mouse or pressing
ENTER, SPACEBAR or ESCAPE .

2

Learning to play
The best way to learn the basics of Rival Realms is to play the
Introductory Levels provided with the game. You’ll learn how to use
wizards, fire masters, thieves or knights, and engage in combat.
To select these levels from the Rival Realms main menu, click
Introductory Levels.

Choosing a game
Based on a conflict between three different races: Humans, Greenskins
and Elves, Rival Realms allows you either to fight alone, against up to
eight computer opponents, and also strategise and struggle against up to
eight other people over a network, direct link, or the Internet.
The Elven race is the most advanced from the technological point of
view; they are also skilled in the domain of magic. While not
particularly hardy in close combat, they are dangerous from a distance.
The Greenskin race is the most primitive of the three, but troops are
resilient in close combat.
The Human race lies between the other two. Human sorcerers have
average magical skills and troops are reliable in both close and longdistance combat.
1. Campaign – Single player – A pre-designed series of related scenarios
for each race in the game: mighty Humans, ferocious Greenskins and
noble Elves. [Each campaign has 20 scenarios]
2. Custom game – Single player – A pre-designed scenario that is not
part of a campaign. You can create your own custom scenario by using
the Scenario Editor, which is provided with Rival Realms.
3. Multiplayer game – A custom scenario in which two or more human
players share control of a single race.
Note: Before beginning a Multiplayer Game, if any of the participating
computers has less than 32Mb of RAM and a Pentium 166Mhz
processor (or equivalent), you are advised to set all the computers to the
640 x 480 screen mode.

3

Resources
The progress of each race in the game depends on successful
management of three basic resources: gold, wood and food. Gold seams
can be found across the land and, once mining begins, has three states of
excavation: full, medium, and poor. Continued mining of a seam
eventually leaves behind only bare rock.
Wood is gathered by chopping trees, as you might expect. Trees are
soon reduced to timber, and henceforth pass into memory. All members
of a race have specific costs based on gold and wood resources.
Food is harvested from Cropland areas. Each troop consumes a food
unit per minute. Cropland passes through five states: Unharvested;
lightly harvested; heavily harvested; fully harvested; and re-growth.
Food may only be collected from cropland during the first three stages;
the last two stages allow the fields to re-grow and return to the first
stage, given time. Cropland can be destroyed by artillery or special
spells.
Only Human peasants, Greenskin servs or Elven yeomen harvest these
three resources. The quantity of collected resources can be increased by
building a Gold Mill, Hoard Keep or Treasury and carrying out the
Increase Wood Production upgrade. Bear in mind that your resourcegathering units are vitally important to the strength of your communities
and armies. Protect the workers well as they toil to support you.

Interface Description
Main Menu
This menu is activated by pressing ‘Escape’, or by clicking its button on
the control panel that runs along the bottom of the screen. Upon clicking
the button (the top button of the column located to the immediate right
of the Mini-map), the Main Menu plaque appears and lists the following
seven options, each a clickable button:
1) Settings
Displays the Options menu, from which you can set up your favoured
map scroll speeds, sound volume levels, and other miscellaneous
options.
2) Load / Save
Displays a File Selector window with which you can save your current
game, or call up previously saved games.

4

3) Play / Record
Displays a File Selector window with which you can record the progress
of your current game, or playback a previously recorded game.
4) Help
Displays an information browser, with which you can look at the goals
set out for your current scenario and review keyboard short-cuts, general
gameplay information and suggestions which may help you.
5) Restart
Click this button if you wish to restart the current scenario from its
starting point. A confirmation window appears, for safety.
6) Quit - Surrender
Selecting this option ends the current scenario at its current state, after
you answer the confirmation prompt, and displays the statistics of the
game to the point to which it was played.
g) Return to Game
Click this button when you finish using the Main Menu and wish to
return to your game.
The screen is split in two main areas: the active screen, or Map Window,
which occupies the upper three-quarters of the screen, and the Control
Panel in the remaining quarter below it. Orders that generate implicit
actions do not have push buttons in the Control Panel.
1. Map window
2. Messages area
3. Mini-map / Multiple selection #1 panel
4. Function buttons
5. Unit abilities / Multiple selection #2 panel
6. Unit information panel
7. Player resources information
8. Food meter
9. Information bar
10. Additional attributes panel

1

2
3

4

6

5

8

10

7
9

Control Panel

5

Control Panel
Messages area
- Not always visible; attaches to the top of the control panel
This area displays useful information and short messages about
game events; also used to edit various commands;

Mini-map / Multiple Selection #1 panel
- At the far left of the control panel
The Mini-map displays a reduced scale image of the whole
landscape. The land is revealed to you as you explore it. The
area currently shown in the Map Window is indicated by a
white rectangle. Your units are always shown in the Mini-Map,
but enemy units are not shown unless they enter territory
surveyed by yours. Left-click on the Mini-Map to order selected
units to journey to that location; right-click to move the
viewpoint of the Map Window to the clicked location without
moving your units.
This area can be switched, via the Mini-Map / Multiple
Selection function button, to display Multiple Selection panel
#1, which allows you to quickly select groups of troops so that
they may be viewed and manipulated with Multiple Selection
panel #2 (described below).

Function buttons
- the column of buttons to the immediate right of the Mini-map display
This column consists of several buttons. From the top-down,
they are: Call Main Menu; Map Window Zoom toggle;
8 buttons to save and recall Selection Groups; Mini-Map /
Multiple Selection toggle.
The last of these buttons is worthy of special note: Clicking the
Mini-Map / Multiple Selection button replaces the Mini-Map
and the Unit Abilities (described below) panels with Multiple
Selection panels #1 & #2, respectively. Multiple Selection panel
#1 was described above, Multiple Selection panels #2 is
described below. When these panels are on display, clicking the
button again will return to the Mini-Map and Unit Abilities
panels.

6

Unit Abilities / Multiple Selection #2 panel
- located centrally on the control panel
Icons of available orders appear at the top of the Unit Abilities
panel, and up to twelve may be available for an individual
troop. The orders icons may occasionally be replaced to display
additional information; for example: options applicable to the
object exchange procedure. Selected Buildings also utilise this
area to display the orders you can issue with relation to them.
Four Inventory pockets, if applicable to the selected unit,
appear at the bottom of the panel. If the unit is a troop carrier,
then its cargo space is shown here instead.
Multiple Selection panel #2, when selected as described earlier,
replaced the Unit Abilities panel and is primarily composed of a
grid (3x3 visible cells) in which each cell displays information
on the type of units selected by you on Multiple Selection panel
#1. The information consists of the unit number, upgrades
status, health bar and, if applicable to the unit, a mana bar. A
red frame around a cell indicates a currently selected unit, while
a yellow frame indicates the unit currently on display in the
Unit Information panel (described below).
Left click on a unit’s cell to select that unit and display its
details in the Unit Information panel; this does not alter your
viewpoint in the Map Window. Right click on a unit’s cell to
display its details and move the viewpoint of the Map Window
to that unit; note that this does select the unit.
To the right of the grid are six control buttons. Two are simply
scroll buttons to move large group of units through the grid.
The remaining four, from top to bottom, are:
Search on Map
Click this button, then click on a unit’s cell in the grid to centre
the Map Window on that unit, without selecting it or displaying
its details.
Examine
Functions exactly as a right-click on a unit’s cell.
Select All
Selects all units contained in the grid, including any not
currently shown in the 3x3 display.

7

Deselect All
Deselects all units, as above.
The “How Do I...?” in-game Tutorial provides an in-depth visual
run-down and usage example of the features described here.

Unit Information panel
- On the right of the control panel
Detailed information about the selected unit. It consists of: unit
icon and name; its unit number; experience points; health bar
and current value; mana bar and current value (if applicable to
the unit); available upgrades buttons, and Command button
(either ‘Go’ or ‘Sell’, depending on whether the unit is a troop
or a Building)

Player Resources information
- between the Unit Information panel and the Information Bar
This area is composed of the three resources: gold, wood, and
food; each displayed as an icon and value.

Food meter
- immediately right of the Player Resources information
Composed of 12 lights: 2 red; 3 yellow; 6 light green and 1 dark
green, this meter indicates the food levels of your army.

Information Bar
- At the bottom of the control panel, located centrally
This area displays information about elements of the Control
Panel that pass beneath the mouse pointer (for example, order
icons and their short-cut keys);

Additional attributes panel
- At the far right of the control panel, only available in 800x600 display
mode
When playing 800x600 display mode, this extra panel lists the
‘low-level’ attributes of the selected unit. These attributes are
described in the Troops section a little later.

8

Inventory and Inventory actions
Troops have an inventory consisting of four pockets, which can be filled
with items. Airborne, seaborne and machine units, however, do not have
an inventory.
Friendly troops can exchange items with each other, provided both units
have inventory pockets, or alternatively be told to drop and pick up
items. Upon pressing the ‘Exchange’ order button of your current unit,
you will be prompted to select the unit with which you want to make the
exchange (the ‘target’ unit). After selecting the target, the current unit
heads toward it. When the two meet, the orders icons of the first unit,
along the top row of the control panel, are removed and replaced with
the inventory pockets belonging to the target unit, headed “Second unit’s
bag”. Items may be interchanged between the two inventories simply by
clicking on them. When the exchange is complete, or you decide not to
perform an exchange, click the right mouse button or press ‘Escape’.
The ‘Get’ action can be performed by simply left-clicking on a bag
visible in the Map Window. The selected unit will move toward the bag
and will automatically collect the contents, if there are free inventory
pockets. You will be informed if the selected troop’s inventory is full.
The ‘Drop’ action can be performed by pressing the Get/Drop button.
When clicked, the orders icons are replaced by “Bag on the ground”
area. Up to four items may be dropped by clicking on object icons from
the troop’s inventory pockets, and are placed into a bag so that they can
be found later if necessary. When you have dropped the items you wish,
or you decide not to drop anything, click the right mouse button or press
‘Escape’.

Interfaces for managing your Buildings
The Human Castle, Greenskin Fortress and Elven Keep, the primary
Buildings of the three races, display icons of 12 Building construction
orders (including the planting of Cropland) and the means to recruit
peasants, servs or yeomen (in respect of each race) on the Unit Abilities
panel. Once the icon of a construction order is clicked, planning and
construction begins and the process is displayed as a circular progress
gauge, or evolution counter, on the icon surface. Resources are
dynamically consumed as time passes, and the process can be aborted at
any time by right-clicking on the evolution counter. When the Building
is complete its icon is framed in red, indicating it is available to be
placed into the Map Window. The building placement can be performed

9

only in visible areas (not unexplored locations, or areas out of immediate
sight) that are clear of obstructions.
There are three categories of harvesting based on resource types: gold,
trees, and food. The Castle, Fortress, and Elven Keep interfaces provides
the means to train up to nine peasants, servs or yeomen for each task.
When his training is complete the new unit will exit from the Building
and begin his task. Peasants, servs and yeomen will search for the
nearest source of gold, trees, or food as dictated by their training but,
unfortunately, have little sense of personal safety when asked to follow
orders. Be careful, therefore, if resources grow scarce around your
castle, for your resource-gatherers will begin to wander into uncharted
territory in search of new resources to harvest.
The Human Gold Mill, Greenskin Hoard Keep and Elven Treasury
buildings each display icons in the Unit Abilities panel only if allied
units are present in the current game. Their icons consist of three
numeric controls for each resource, a combo-box for a selected ally, and
a transfer command button with confirmation.
Other Buildings display a common set of icons in the Unit Abilities
panel with displays for the training of up to 3 simultaneous units,
providing the Buildings have been upgraded appropriately. Progress bars
appear for those troops undergoing training. Up to 9 troops may be preordered per category.

Troops
Each troop order has a corresponding short-cut on the keyboard. The
Help button, in the Main Menu, provides a section that describes in
detail all possible actions and their short-cuts.

General Orders (specific to mobile troops):
Rest
Directs selected troops to hold position to aid healing.
Patrol
Selected troops will move continuously back and forth between their
current position and the subsequent position you select.

10

Stand Ground
Orders troops to stand in their current position, forbidding a break of
ranks to follow enemies.
Transfer (Peasant, Serv, Yeoman only)
Displays a special interface in the Unit Abilities panel composed of a
combo box for a selected ally, a transfer command button with confirmation, and an exit button to abort the procedure.
Landing (troop carriers only)
Directs all units on board the troop carrier to disembark.
Special Weapon (Human Knight, Greenskin Warlord, Elven Archer
and Centaur, Sphinx)
The special weapon of these units is normally used automatically, but it
may be thrown against a specifically selected target. The button on the
Unit Abilities panel displays a circular evolution counter to indicate the
reloading period until the weapon becomes active again.
Default Weapon (spellcasters)
Establishes the default attack spell of the selected spellcaster; it may be
specified by a right-click on the order button and becomes marked by a
red frame. Only some of the spells may function as a default weapon.
Change Color
Changes the default color of selected troops, and is particularly effective
for sneak incursions against unsuspecting human opponents...
Inventory Item Creation Orders
Troops who are able to create inventory items, for example spellcasters
who can create Healing potions or Mana potions, can click this icon to
produce the relevant item. The item is placed into the first available
inventory pocket and can then be exchanged with allies, or retained for
personal use.

Healing and Repairing
Through a left-click on the health bar of a selected unit, it can be ordered
to head to its respective Building so that it may be healed, or repaired.
Any damage to Buildings may be repaired by clicking on their ‘health’
bars too, for a cost in resources; a second click stops the repair work.

11

Selection
Selection and de-selection of units may be performed in various flexible
ways.
Single selection
Simply click with the left mouse button on a desired unit to select it.
Any previously selected units will be deselected.
Buildings can only be selected singly.
Multiple selection
To select multiple units, click and hold the left mouse button in the Map
Window to drag a selection box over the desired units; either all of the
same type, or of mixed types; a maximum of 25 units may be selected at
one time. Buildings cannot be selected by dragging.
Clicking on a unit with the left mouse button while holding down the
Ctrl key (a “Ctrl-click”) will select all the troops of that type currently
visible on the screen.
“Shift-click” (click while holding the Shift key) an unselected unit to add
it to a multiple selection, or “Shift-drag” an additional set of unselected
units to add all of them.
When a homogeneous selection (several troops all of the same type) has
been made, the Unit Abilities panel will change to show the common
orders which can be applied to all troops in the selection simultaneously;
very useful for the selection of special weapons and spells. The selection
of units can also be ordered to return to their training grounds to get
upgraded, healed or repaired.
Groups
Up to 8 selection groups can be stored and recalled using the 8 “dice”
icons in the Function Button area on the Control Panel. Once you have
selected some troops you can store the selection group by right–clicking
on one of the eight dice buttons or by holding the Ctrl key and pressing a
typewriter key from 1 to 8. The selection groups can be recalled by
pressing the respective typewriter key (1-8) without the Ctrl key, or by
left–clicking the respective dice button on the Control Panel.
Shift-click a dice icon to add its group to a current multiple selection.

12

Deselection
Click the right mouse button anywhere in the Map Window to deselect
all units. Note that you must deselect any and all units before a Building
can be selected.
Shift clicking a selected unit will remove it from a multiple selection.

Formation Manoeuvres
A selected group of troops can be arrayed as a front line by pressing F5
to order a tight line, or F6 for a loose line.
Tactical formations can be stepped through using F7 to fan out troops
(particular groups work more effectively than others) and F8 to gather
them together.
These formations, together with the Stand Ground order, are ideal for
tactical manoeuvres.

Troop attributes
Speed
Human Thieves and Light Cavalry, Greenskin Horde Riders, Elven
Barks and the flying troops of all races are fast moving; the various other
war machines, ships and flying devices are slow moving; all other troops
move with a relatively equal moderate speed.
Damage
All troops inflict varying damage upon enemies according to the
weapons they are using.
Latency
Indicates the reload time of weapons.
Accuracy
Represents the aiming ability of a particular unit.
Armour
Represents the amount of protection a unit has against damage.

13

Individual Inventory
Troops have an inventory consisting of four pockets, which can be filled
with items. Airborne, seaborne and machine units, however, do not have
an inventory.
Experience
Troops gain individual experience in battle and can receive up to five
stars, which indicate their level of experience. With experience comes
increased damage ability, reduced weapon reloading times, and
enhanced accuracy, armour and hit points. Obviously then, the longer
troops survive in combat the more efficient they become.
When you have no particular orders for troops to carry out, you can set
most of them training by ordering them to fight amongst themselves.
Don’t worry, they won’t kill each other; they will stop the fight when
they become injured and then will rest to gather their strength. Training,
however, is less effective than battle, and can lead to problems if an
enemy ambushes your exhausted and injured troops.
When any of your troops reach their first, third or fifth experience level
they receive a Special Item. At the end of a victorious game, you can
save your best troops in troop libraries. Then, at the beginning of
subsequent games, you’ll be able to hire your heroes, optionally
changing their names and identification colours.
Upgrades
Every troop can be upgraded independently of all others. Upgrades
improve the troop’s attributes or endow new abilities, special weapons
or spells (for example, Human Knights can throw their special weapons,
a maces, to hit air troops). An upgrade can be ‘purchased’, for a cost in
Resources, as it becomes available, or is awarded ‘free of charge’ when
a new experience level is attained.
Troop upgrades are selected in the Unit Information area of the Control
Panel. Click one or more upgrade icons, then click the Go button; the
troop will head off to its training Building to upgrade.

Spellcasters
Each race is composed of 14 different units and has unique strengths and
weaknesses. You’ll discover that each race has various advantages over
the other two, and its your task to exploit this as effectively as you can.
For example, the Greenskin Warbat is the only troop that can capture
enemy light troops, while the Human Chariot of War provides speed and

14

armour to light Human troops, and Elven teams of Archers can
overpower stronger opponents with frequent, powerful bolts.
Humans, Elves and Greenskins have also, through the millennia,
developed their own schools of spellcasting. Even though each branch
stems from the same source of power, the spells researched by each race
are quite unique... and very powerful indeed!
Most attack spells can be pre-set as a ‘default weapon’. For instance,
select several wizards and pre-set them to the ‘Fireball’ spell, then select
one other and pre-set the ‘Frozen Breath’ spell. Now, in combat, your
‘Frozen Breath’ wizard will immobilise enemies for your ‘Fireball’
wizards to destroy with ease.
Some spellcasters can store mana (magical energy) as a potion and use
them automatically in battle to replenish their spellcasting ability. Others
can store life energy as healing potions; any troops in possession of such
a potion can use these automatically in battle.
Most of the spells are specific to a certain spellcaster:
•
•
•
•
•
•
•
•
•

Frozen Breath, a Human spell, temporarily stuns most enemies.
Berserker, an Elf spell, causes enemy troops to fight each other.
Hyena Howl, a Greenskin spell, turns enemy troops almost out of
control.
Dispel Mana ruins the offensive power of any spellcaster.
Teleport is self-explanatory: your spellcaster can teleport anywhere
in your ‘sight’.
Touch of Chaos randomly ‘throws’ enemy troops some distance
away.
Poison Cropland is extremely effective against enemies that like to
build large armies.
Reveal Traps, cast over a patch of ground, uncovers any hidden
traps placed by your enemies, but does not disarm them.
Blindness ‘steals’, for a short time, the Mini-map of any enemy that
walks through it (in multiplayer games).

Spellcasters can receive magic scrolls for their Special Items when they
reach the first, the third and the fifth experience levels. Some of the most
powerful spells are available only on these magic scrolls (such as ‘Soul
damnation’).
Four Special Items are specific to spellcasters:
•

the Magical Efficiency Sphere allows the owner to create ‘bonus’
potions

15

•
•
•

the Tome of Knowledge halves the cost in mana of any spell
the Celestial Cloak makes the mana regeneration three times faster
the Supreme Shield doubles the efficiency of the Magic Shield

Human Fire Masters, Greenskin Gnom Boomers and Elven
Arquebusiers are included in the spellcasters category. Essentially they
are Elementalists, and use mana to:
•
•
•
•

Channel Fire to create bombs that destroy resources and rock
formations, and cause great damage buildings and troops
Channel Water to reclaim land from the seas, or return it to the
depths
Channel Air to place traps which sense the passing of life-forms
(invisible to any enemy without the Reveal Traps spell).
Channel Earth to restructure small pieces of wood and metal,
effecting repairs to artillery and vehicles in the field

Spies
Human Thieves, Greenskin Rogues and Elven Scouts have several useful
abilities. They can:
•
•
•
•

16

steal gold from enemy Castles or Gold Mills,
pickpocket gold, food, magic artifacts, potions, indeed anything,
from enemy troops, or even monsters!
obtain strategic information from enemy Castles that they store in
their ‘Spybooks’
take advantage of natural cover to slip past unsuspecting enemies (if
the ‘Invisibility’ training upgrade is carried out)

17

MAP OF THE GAME LANDS

18

Humans
The Humans first set foot on this land in ancient times. Nomadic tribes
who roamed the central reaches of the land where pushed south, pursued
by marauding hordes of Greenskins in a time that became known as the
Greenskin Occupation. They were finally able to establish settlements at
the edge of what is now known as Forest Haven. Hard-working and
intelligent, the Humans soon raised well-fortified cities and gave birth to
new nations.
During the worst times of the Greenskin Occupation soon after Humans
sought refuge behind the towering Eagle Mountains the newly formed
nations of Eagle Haven and Forest Haven, and a short time later
Southward and Seawatch, developed rigid feudal systems in an effort to
regain strength and build forces for the ongoing struggle against the
Greenskins. From nobility and chivalry arose some of the bravest,
deadly and most honourable warriors the world has ever known: the
Corrilian Knights of Eagle Haven, the Rodene Knights of Forest Haven,
the Ronan Knights of Southward and the Wavecrest Knights of
Seawatch. These four Chapters of implacable and highly trained
Knights, a strong symbol of unity for the four young Human nations, at
last tipped the balance in their favour. The Knights headed a brave army
and marched north, and this led directly to The Great Rout that saw the
Greenskins forced back to their strongholds in the Dark Fire badlands.
After many years, The Great Rout had finally ended the war with the
Greenskins. Human forces had pushed the creatures back to the northern
extremes beyond the Four Winds Mountains, had reclaimed their lands
of old, and with new found confidence established many outposts in the
heart of the Mountains themselves, to give warning should the
Greenskins ever attempt to fall upon their people again.
But the warnings never came; the Greenskin presence had effectively
disappeared and the years of peace after The Rout stretched into
centuries. Without strife, the Humans regained their power. Guarded by
their strong fortresses, the new nations enjoyed a time of happy and
carefree living.
But in the northlands an evil king began to war against the other nations.
He was helped by the Chaos Gods and in time took the whole northern
region under his control. He raised a strong army of foul servants of
Chaos and started to move against his southern neighbours. His name
was King Bardus, whom history records as The Dark King.

19

The nations fell like ripe apples before the Dark King’s army. Only a
hero could save what was left of the human nations. And he came; a
Corrilian Knight named Garand. He united the beleaguered nations
under one rule, and forged what would mature into the Eagle Kings
Dynasty. The united southern nations developed well-trained armies and
marched to Forest Haven to stand against the Dark King.
The Eagle King asked the wizards of Evergreen Forest for help,
knowing that without their magic he would not prevail over the Dark
King’s superior numbers. Stories told that in ancient times, the Grand
Mage Pertas has saved a Blue Dragon hatchling from Greenskins hands.
As a reward, Kador, the King of Dragons, had taught Pertas the secrets
of two powerful spells, known to wizards now as “Frozen Breath” and
“Cursed Rain”, to help him protect the human race against all evil
creatures. Pertas retired after this to the Evergreen Forest and took with
him trusted disciples to pass on his knowledge of the ways of magic to
future generations.
Taking advantage of his faster troops, the Eagle King marched on
Evergreen Forest and there, protected by the trees, he prepared for the
dark army. The battle was hard and the death toll was high on both sides.
After months of fighting, the Mages of Evergreen Forest led a magical
assault that ultimately slew the Dark King Bardus. And so the battle
ended, and Garand took the wounded back to the southern temples,
where priests tried to heal as many as they could.
After that, finally all human nations were united, North and South, East
and West. Many Eagle Kings have since ruled with Garand’s wisdom
and a desire for peace. But suddenly, the Greenskin Horde returned with
lightning raids against the borders of Human land, destroying several
settlements.
Another war began. An interminable war that would endure until all
Greenskins were destroyed.

Human Land Troops
Peasants
Deprived the peaceful life of providing for their villages and
communities by these troubled times, the loyal peasants of
the human nations have willingly redirected their toil
towards bolstering the war effort. Despite their low social status and
possession of an education gained solely in the University of Life, these

20

hardy men and women remain the backbone of the human armies.
Without their skills in gathering resources from the land, no gold could
be mined, no crops tended and harvested, and no wood collected.
Mineworkers, farmers and lumberjacks provide the obvious resource
gathering abilities, but do not overlook the stonemasons and carpenters
who build the communities, training grounds and construction facilities
vital to the war and the troops who fight in it, nor the blacksmiths who
forge their weapons.

Bowmen
The bowmen of the Human armies are drawn primarily from
the youth of the noble families of each nation, particularly
Ferryn and Forest Haven. Many of the youths, admittedly
misguidedly, see the role of an Eagle King’s bowman as a somewhat
romantic translation of a traditional hobby and sport. Though the young
nobles tend not to be as physically strong as other ranks of the army,
leaving them vulnerable in close combat situations, their practised skills
require little additional training. Little financial outlay is required,
therefore, to build quite large teams of bowmen who, in numbers, pose a
serious threat to various enemies.

Knights
History records how the formation of four noble
Chapterhouses of Knights in the first human nations,
instated during the Greenskin Occupation, turned the tide of
struggle against the Greenskins and directly led to their eventual
banishment. In those times, the Knightly Chapters were the bastions of
Human nobility and chivalry, and it is a testament to the Humans that
little has changed to this day. The Knights are the pride of the army, and
undergo extensive and lengthy training to hone their skills. Each Knight
is partnered with a huge war-horse, with which they will fight for the
duration of their tour with the army. Interestingly, it is the horse that
chooses its rider, rather than the reverse. The horses, whose ancestors
were first found roaming wild in the foothills and plains on the southern
side of the Eagle Mountains, will not tolerate other riders once they
accept their first, and it is common for aspiring Knights to be rejected.
Novices are, therefore, partnered sooner rather than later, so that those
refused can be redirected to other ranks of the army, usually as
cavalrymen.

21

Light Cavalry
Teamed with the gentler and less temperamental mounts
from the prairies near Southward, many Cavalrymen
originally began training as Knights. Often, aspiring novices
would not find a suitable warhorse, but other factors such as injuries
incurred in training, or lack of physical strength, intelligence, or chivalry
meant that their plans to join the elite Chapterhouses were curtailed. Of
course, not every Cavalryman harbours resentments of some kind; their
sleeker, faster horses and less armoured riders lend the Light Cavalry
towards the so-called ‘Scout & Skirmish’ missions essential to the army,
and it is for these activities that many aspiring Cavalrymen enlist.

Priests
The ranks of Priests generally form from those who
formerly followed pursuits such as herbalism and
shamanism, although many do come from the clergy of the
various Human nations, believing they can better serve their Gods in the
front lines. Through various means, Priests can concoct healing potions
for themselves and other troops, and have access to low-power magic
with which they can perform useful tasks.

Wizards
The seat of magical power amongst Humans has
traditionally lain with the Mages of Evergreen Forest. The
order was formed by the Grand Mage Pertas after The Great
Rout wiped the scourge of the Greenskins from the land in ancient times.
During the conflict with Bardus, The Dark King, the Mages fought side
by side with the first of The Eagle Kings, and developed a branch of
their number to form the first order of Battle Wizards; specialists in
magical combat.

Thieves
Skilled at pick-pocketing, they are your means to infiltrate
enemy territory to steal resources and information. They
move swiftly and their study of stealth and disguise can
make them practically invisible to all but the most alert eye.

22

Fire Masters
If their name implies a limitation it is unjustified: these
scholars are Elementalists, who, for most of their lives, have
learned the ways and means to channel the universal
elements of Fire, Water, Air and Earth. With these forces under their
control, they are able to perform many wondrous feats: creating land
where there is only water, and returning that land to the sea; creating
explosive devices for use against enemy or for forging paths through
sheer rock; or laying deadly traps that sense the passing of any who stray
too close.

Ballistas
The Ballista is an immensely powerful vehicle of war; it
looks almost like a giant’s crossbow, stolen from its owner
and strapped to wheels so that weaker peoples may move it
with them. The Ballista fires large, steel-capped, spear-like poles which
are very effective against Buildings and groups of enemy troops alike.
Unfortunately, their cumbersome size and weight makes them very slow
moving, and costs prohibit them being any move than lightly armoured
Their major weakness is that they are very slow and easy to destroy in
close combat.

Chariots of War
An inspired invention from the Armouries of Eagle Haven,
the Chariot of War was created as a swift, lightly armoured
means of transportation for up to four ground troops. Troops
capable of using projectile weapons and spells can launch them from
within.

Human Seaborne Units
Sea Barges
These nondescript vessels provide the means to transport
small platoons from one landmass to another. They make
neither particularly swift nor slow progress, and are
vulnerable to attack if launched without a battle escort. Troops are
carried below decks and cannot be used until they disembark.

23

Battleships
The shipyards are the heart and soul of the nations of
Seawatch and Abenar, and it is within these docks and yards
that the keels of the mighty Human Battleships are laid. The
wind-driven Battleship is a match for any seaborne ship of war, and in
numbers are easily capable of sustaining coastal attacks on enemy troops
and installations.

Human Airborne Units
Pegasus Riders
The tale of the origins of the Pegasus, the beautiful winged
horse capable of flight as graceful as any bird, is a strange
one indeed. After discovering the of teams of wild horses
living on the Southward prairies, a group of Human wizards began to
ponder over ways of enhancing the useful qualities of the animals such
as their speed and stamina. Years of research followed, as the wizards
strove to develop methods that, rather than ‘alter’ in any harmful way,
would gently enhance the animals through ‘conditioning’ in which a
horse would effectively evolve itself, through a form of natural
willpower. What resulted, after the first experiments were made, stunned
all involved. During what came to be understood as the augmentation of
the horses own will for freedom and its wishes to run unrestricted
wherever it wished, the power of magic manifested itself through a
sudden evolution of their anterior shoulder muscles, and the formation of
magnificent and perfectly natural wings, like those of a great bird. When
it was seen that the alteration did not cause the animals distress, quite the
opposite in fact, a decision was made to develop a program in which
specially trained riders could train with the beasts, each now known as a
Pegasus, and function as scouts. Over time, as the flight-teams of
Pegasus’ grew more trusting of their handlers, their use was extended
from carrying out simple scouting expeditions to training as full-fledged
aerial combatants, their riders armed with deadly one-handed crossbows.
Today the Pegasus Riders, a partnership of strong and swift-flying horse
and a skilful rider trained as an archer, make excellent aerial combat
troops; especially effective for destroying unprotected war machines.

Zeppelins
A comparatively recent Human invention, the appearance of
the Zeppelin has dramatically altered the war strategies

24

employed by the generals of the Eagle King. Zeppelins are air transports
that can carry up to four light troops. Obviously, the ability to transport
otherwise land-locked troops across otherwise impassable territory
brings major tactical opportunities, which cannot be overlooked or
squandered. Although possessing no weapons of its own, Bowmen and
spellcasters on board can shoot from it, providing it is remains
stationary.

Human Buildings
Castle
The Castle is the representation of your
communities, your primary base of operations,
and is responsible for the planning of other
Buildings, surveying Cropland, and the
recruitment and training of Peasants. Only the
Peasants can build a new Castle; you therefore
require at least one Peasant before you can
begin a community. Once constructed, the Castle symbolises the
strength of the community and its army. Within its sturdy walls, guards
and spycatchers can be trained to protect the population from enemy
attack and infiltration. The Castle also functions as the commercial
centre of the town or city, and contains facilities such as a treasury, corn
exchanges and bakeries, sawmills, timber yards and smithies with which
raw resource materials can be channelled towards the support of the war
effort.
Further information on the facilities of the Castle, and how to use them,
is provided in the Interface Description sections, above.
Upgrades:
Your castles can be upgraded in the following ways:
Defense: Installs armed guards who open fire against enemy units when
in range.
Detect thieves: Trains spycatchers who can detect enemy thieves, even
if they are ‘invisible’, preventing the loss of gold and other resources,
and protecting the information gathered in your charts of the landscape
from enemy eyes.

25

Gold Mill
While not essential to gold mining in the lands,
the Gold Mill houses equipment and skilled
workers that enable gold to be processes in a
much purer state, thus increasing the overall
value of the gold mined by the communities’
peasants. In recent times, the Gold Mills have,
by necessity, expanded their operations to
encompass more than just gold refining; production lines are housed
which accept reclaimed wood and produce building materials such as
variously sized planks. Resources may also be transferred between allied
troops at the Gold Mill.
Upgrades:
Increase Wood Production: Extends the simple lumbar productions
lines, equipping them with more efficient equipment to increase the
quantity of usable wood harvested by peasants.

Archery Range
Requisitioned from their previous use as
recreational grounds and tourney venues, the
existing Archery Ranges have been militarised
for use in training up the army’s ranks of
Bowmen.
Upgrades:
Train three units: Adds additional equipment to the Range so that up to
three bowmen, rather than one, may be trained per evolution cycle. An
evolution cycle refers to the time taken for one particular troop of the
relevant type to pass through training; the evolution counter that appears
on the icon of the troop undergoing training indicates this time.

Barracks
Originally the bases and training grounds of the
Light Cavalry, the design of the Barracks has
been recently expanded to provide quarters and
training facilities for Knights stationed away
from their Chapterhouses. Sufficient officers
and instructors always reside in the Barracks to
enable the recruitment and training of new

26

Cavalrymen and Knights, and provisions exist to give further training
and upgrades to the existing ranks.
Upgrades:
Train three units: Adds additional instructors and builds quarters for
them, and extends the Barracks’ training grounds allowing it to fully
train two or three units, instead of one, per cycle of evolution.

Armoury
Armouries are the heavy construction yards
from where vehicles such as the Ballista and
the Chariot of War are constructed. Skilled
workers, importantly those experienced in use
of the vehicles during battles, are required to
build these machines so that they will operate
as successfully as possible on the field on
combat. Armouries also provide facilities for the repair and upgrade of
both Ballistas and Chariots of War.
Upgrades:
Train three units: Provides additional workers to increase the
production rate of the Armoury from one unit to a maximum of three per
evolution cycle.

Holy Stables
Built by the finest stonemasons in all the
Human nations, the Holy Stables provide
accessible, yet protective, places of rest for the
flight-teams of majestic Pegasus’ and their
skilled archer handlers. Within these towering
structures are stables and paddocks in which
the animals rest and congregate, as well as
training grounds where prospective Riders learn their balance and
crossbow skills. Instructors residing in the Stables are themselves all, by
necessity, accomplished veteran Pegasus Riders; the only people capable
of providing the help and guidance required by new recruits. For those
interested, the ‘Holy Stables’ were originally named a more prosaic
‘Pegasus Stables’, the latter name being used by the common peoples
who often stood in awe of the almost angelic appearance of the majestic
Pegasus. Use of the label became widespread, and it stands to this day.

27

Upgrades:
Train three units: Extends the facilities of the Holy Stables, and drafts
additional instructors, effectively trebling its training capability.

Temple
Places of contemplation and meditation,
Temples provide aspiring Priests with
opportunities for study and learning, and for
self-discovery and self-improvement. The
Temples also have on-hand healers who can
tend the wounds of the community: Peasant,
Bowman, Cavalryman and Knight, Fire Master,
Thief, Wizard, Pegasus Archer and Priest alike; all are welcome within
the peace of the Temples.
Upgrades:
Train three units: Enlarges the Temple libraries and provides resources
for up to three Priests, rather than the usual one, to study per evolution
cycle.

Mage Tower
There is no mistaking the surreal and jawdropping appearance of a mage tower. The
design dates back to the times of the first Eagle
King, when, stories tell us, the Grand Mage
Pertas journeyed south from Evergreen Forest
to live for a time in Eagle Haven whilst
working as advisor to King Garand after the
war against The Dark King. Unhappy with his lodgings, Pertas used his
magic to construct an amazing tower, a stone structure which spiralled,
physically unsupported, up to a height of at least a hundred feet, at the
top of which perched a circular frame of solid stone, ethereal magical
light visible from within. Since then, orders of mages have recreated
Pertas’ Tower as a reminder, and perhaps a personal reassurance, of their
own power. Within its private sanctuary, their research and training can
progress undisturbed.
Upgrades:
Train three units: Trebles the training capability of the Mage Tower
over a single evolution cycle.

28

Shipyard
It creates, upgrades and repairs the Sea Barge
and Battleship.
Upgrades:
Train three units: it provides the support of
training three units in parallel;

Watch Tower
It creates, upgrades Zeppelin and Thieves.
Upgrades:
Train three units: it provides the support of
training three units in parallel;
Defense: Installs armed guards who open fire
against enemy units when in range.

Fire Guild
It trains and upgrades the Firemaster.
Upgrades:
Train three units: it provides the support of
training three units in parallel;

Human Wall
City walls, built around your most sensitive
settlements, can provide excellent tactical
advantage. Enemies are forced either to break
through the walls or attempt to raid through
entrance and exit-ways you have specifically
planned and protected. Both of these
approaches lay enemy forces open to counterattack. While the walls are not able to
withstand determined assault, they excellent
for use in delaying tactics, and for redirection
of enemies as outlined above.

29

30

Greenskins
There was a time when the Greenskins existed more or less everywhere
in the world. From their secluded hideouts they raided and rampaged
over the surrounding territory. There were few places in the world that
had not fallen prey to a Greenskin raiding party at least once.
But this had not always been the way of things. Greenskins don’t have
kingdoms or countries in the same way as men do, they were and are a
generally nomadic race, but historically the northern regions had always
held their largest numbers. In the beginning, the Greenskin tribes living
in the harsh Dark Fire badlands were nothing more than squabbling
warbands, fighting amongst themselves and with anybody they met. The
great nemesis of the Greenskins at this time were a race of paleskins
known as Humans, whose exploring tribesmen the Greenskins had
encountered in skirmishes along the southern borders of Dark Fire.
Though physically weaker, the Humans were better equipped and more
intelligent than the belligerent Greenskins. During this age of primitive
warfare, mighty Warlords arose among the warbands. Through natural
selection they were the strongest and most cunning of the Greenskins,
and naturally they became the leading class. Through constant combat,
the Greenskins made a discovery that would alter the balance of power
for years to come: they learned how to create crude metal weapons.
Until that time, the Humans were a dangerous foe, with their Ballistas,
archers and swords.
But now the weaker humans tribes were no match for the Greenskin
warriors, and so started a period the Greenskins knew as the Winning
Time. The Humans were forced to abandon the lands they wandered and
were pushed south under constant pressure of the Greenskin Hordes.
A long and ruthless war between the two races raged across the land. On
numerous occasions massive Greenskin armies swept down from the
northern badlands, destroying towns and cities and occupying the plains
and forests of the central mainland. They also destroyed many Dwarf
strongholds deep in the Four Winds Mountains that separated the
badlands from once-Human land, and spent many years driving the
Centaurs from their homes along the northeast coast. The power of the
Greenskins’ Gods was spread across much of the land. Marauding
Greenskin Hordes roamed the world and no place was safe from their
attacks.
Eventually the Humans passed behind the protective peaks of a southerly
mountain range and there, unbeknownst to the Greenskins, raised

31

fortified cities, built strongholds and united in nations to face the threat
of war. Fatally, the primitive Greenskins squandered years in exultation
of a perceived victory over the Humans. When the Humans again
appeared it was with a new unity and with deadly force. Brave warriors
riding beasts unknown to the Greenskins led the assaults against them,
and during the years that became spoken of within the warbands as The
Losing Time, the human nations were able to push the Greenskin Hordes
back beyond the Four Winds Mountains.
After this great defeat, the strength of the warbands was seriously
diminished; many even destroyed entirely. During the many years that
followed, resentment towards the Humans grew. The more intelligent
and cunning of the Greenskin Warlords inflamed this anger and, through
time, turned it into religion; a religion based around the injustice of
Humankind and advocating their complete destruction. Among the
warbands rose powerful wielders of magical power, the Priests of Doom.
They preached the will of the Greenskins’ Gods, expressing the Gods’
desire for the warbands to wage war against all the paleskins until none
should remain.
They also found some powerful allies, the fearsome Necromancers. The
Necromancers were the undead incarnations of wizards who fought in
the army of the Dark King Bardus. Eternal enemies of all the subjects of
the Eagle King, they swore to do anything to revenge their defeat.
A new Horde is forming. This time the tide of the Greenskin warriors
will be unstoppable and a new Winning Time will be everlasting.

Greenskin Land Troops
Servs
The humble workers that provide support for the army.

Rock Throwers
They are the toughest projectile-firing troops anyone will
encounter. Very powerful, they carry large rocks and hurl
them at the enemy.

Horde Riders
Cheap and fast light cavalry troopers, they become
dangerous in great numbers.

32

Warlords
The perfect killing machines for close combat, with their
great toughness and their huge strength, they can batter any
opponent lifeless.

Gnom Boomers
Without anyone quite knowing how or why, not least
themselves, certain Greenskins discovered that simply by
straining their concentration in certain directions, they could
cause peculiar disturbances in their immediate surroundings. Though it
took time, the Greenskins finally learned to control their abilities, and
found to their delight that could create and direct fire, produce water or
earth where previously there was none, and even cause objects to break
apart and buildings to fall down. All of these abilities were great sources
of amusement to the careless Greenskins, who without realising it, had
stumbled upon what the Humans called Elementalism. Of course, many
Greenskins suffered unfortunate accidents whilst playing with the
manipulation of fire, earth, water and air; both the channelers and the
mundanes. Eventually, a new clan was formed from those who found
themselves with the mysterious abilities, and its members named the
Gnom Boomers, Greenskin words that roughly translate to ‘big disaster
makers’. Other Greenskins generally give them a wide berth, mainly
through fear of upsetting them and the repercussions thereof. Through
time, the Gnom Boomers have developed enough skill to produce
reasonably stable ‘boom bags’, which they use to clear paths through
rocks or, occasionally, blow up other Greenskins, and ‘spike floor’ traps
to injure the unwary. Most Gnom Boomers can even be trusted to
reliably form small land bridges across water and, if necessary, return
the land afterwards. After all, it has been some time now since the
‘island of big tallness’ incident, now legendary among the Greenskins.

Rogues
Loving to play dirty, these little scumbags like to pickpocket
anybody as well as robbing gold from the enemy. They play
sneaky too, when they turn invisible.

Priest of Doom
One of the meanest spellcasters, no one should mess with a
bunch of these guys.

33

Necromancers
Undead spellcasters who can drain life from any living
enemy and throw the feared Curse Land spell.

Storm Troopers
Greenskin sword fodder, good for keeping busy the
powerful enemy troops.

Catapults
Powerful rock-throwing devices capable of flattening
Buildings and ground troops alike.

Greenskin Seaborne Units
Troll Galley
The naval combatants of the Greenskins, they are the most
powerful and effective of all warships.

Landing Crafts
The only way to transport warband members across water.

Greenskin Airborne Units
Warbats
The warbats were originally wild creatures created by the
Chaos Gods as part of their plans to spread entropy across
the world. Somehow the Greenskins were able to, if not
tame these creatures, at least convince them to join their cause. Warbats
are small beasts, comparatively weak but possessing subtle intelligence.
They are capable of steady flight and are usually used by the Greenskins to
harry enemies and capture them with their powerful claws, whereupon the
unfortunate can be thrown to waiting Greenskins and be chopped to pieces.

Balloons
Air transports that can carry up to four light troops. Rock
Throwers and spellcasters can shoot from it if it is not
moving.

34

Greenskin Buildings
Fortress
The same functions and uses as the Human
Castle but, of course, it provides the means to
plan each of the unique Greenskin Buildings,
and to draft and train their Servs.

Hoard Keep
The same functions and uses as the Human
Gold Mill.

Fort
The same functions and uses as the Human
Archery Range but trains Rock Throwers and
Storm Troopers.

Blacksmith
The same functions and uses as the Human
Armoury but it constructs Catapults.

Battle Quarters
The same functions and uses as the Human
Barracks but it trains Warlords and Horde
Riders.

35

Black Nest
The same functions and uses as the Human
Holy Stables but raises Warbats.

Unholy Chapel
The same functions and uses as the Human
Temple but it houses Necromancers.

Altar of Doom
The same functions and uses as the Human
Mage Tower but it trains Priests of Doom.

Docks
The same functions and uses as the Human
Shipyard but builds Landing Crafts and Troll
Galleys.

Guard Tower
The same functions and uses as the Human
Watch Tower but it constructs Balloons and
provides training for Rogues.

36

Weird Workshop
The same functions and uses as the Human
Fireguild but it trains Gnom Boomers.

Orc Wall
The same functions and uses as the Human
Wall.

37

38

Elves
The Elven people lived, since the beginning of their times in the forests
of warm Islands of the Rising Sun. Elves are thin and tall, weak in
appearance but majestic and proud people.
Elves are excellent fighters, well trained from an early age. It is an Elven
tradition that every youngster should learn the way of mastering
weapons, their favourite being the traditional Elven bow, specially made
from a magical wood essence. The secret of bow-making is one of the
most treasured secrets of the Elven people, and was revealed to their
ancestors by the Forest God, as a reward for their great love of the
woods.
The Forest God taught the druids the magic of the green forest, the
wisdom of the Spirit Tree and the serenity of the blue waters of the
forest springs. After this, the Druids shared the knowledge among the
Elven people. Inspired by these wonders, some of the Elves secluded
themselves from their own kind, living in isolation with the trees. When
their descendants finally returned to the main community they brought
with them a great gift: the art of Healing. And they became known as
Enchanters.
The Elves love for magic grew, and a new branch of spellcasting
formed, whose founder members called themselves the Mage Lords.
They researched and trained in the use of magic for combat, always
close guiding eyes of the Forest God Himself.
Unfortunately for the Elves, the gifts and guidance bestowed by the
Forest God unintentionally became a double-edged sword. The Chaos
Gods, frightened and distrustful as only the very powerful can be, fretted
over the rise of magic among the Elven people, and the Mage Lords in
particular. The Chaos Gods drew together dark legions of Daemons and
sent them against the Elven people to destroy their spellcasters and
weaken their people, but the proud Elves were not about to stand meek
in the face of conflict. So began the Great Crusade against the dark
Chaos Hordes; during this time of war the druids were taught new battle
spells: the secret of the “Touch of Chaos” and the powerful “Magic
Barrier”, and among the Mage Lords new and terrifying spells such as
those known today as “Firestorm” and “Berserker”, the feared mind
spell, came into existence. Forged in the heat of battle, the Mage Lords
brought forth the mightiest warriors of the Elven nation, the only ones
who could defeat the beasts of darkness. And beat them they did!

39

Furious over their defeat, the Chaos Gods retaliated with terrible anger.
The Forest God was banished, and in an act of unparalleled evil, the
Chaos Gods invoked the Power of Disaster, torturing the land on which
the Elves lives and eventually pulling the entire main island of the Elven
community beneath the sea. The Elves were forced into their military
and civilian ships as earthquakes and tidal waves hammered their
remaining land and, one by one, the rest of the islands on which they had
lived for centuries were slowly swallowed by the angry ocean. With
their homeland destroyed, the Elves began the Great Migration. Under
the rule of the Mage Lords, the Elven people fled by their thousands to
find new lands on which to settle.

Elf Land Troops
Yeomen
Elves of the worker caste who toil to provide support for the
army.

Archers
Elven archers are true masters of their vocation. Practically
born with a bow in their hands, almost all Elves are capable
in their use, but the Archers hone that latent skill with a
regimen of training that sees their skill unequalled among all three races.
Elven archers are capable of firing large, steel-banded arrows from their
high-tensioned bows and can reload and reset themselves very quickly.
This combination of strength and speed make them formidable foes.

Centaurs
Important allies of the Elves, the Centaurs make up the only
close combat troops in the Elven armies though they are
usually no match for the Human Knights or the Greenskin
Warlords.

Dwarf Miners
Dwarven Elementalists, teaming their passion for
experimentation and invention with the ability to manipulate
the elements of Fire, Earth, Water and Air. The Miners are
skilled at bombing and laying traps, and also know the
secret of water and land creation.

40

Scouts
Familiar with the subtleties of pick-pocketing, Scouts are
very good for acquiring essential information about enemies
movements, and for stealing their money too.

Arquebusiers
The skilled Dwarf metalworkers only recently stumbled
across a mysterious new powdery substance with volatile
capabilities. Through painstaking (and explosive)
experimentation, the Dwarfs created a new weapon in the shape of a
long tube with a trumpet-like opening at one end, and a handle, powder
container, and flint & steel arrangement at the other. Through a small
controlled explosion, metal pellets can be propelled along the tube,
which is aimed towards a target, inflicting considerable damage.

Bombards
Made by Dwarf smithmasters, they are the most powerful of
all war machines. Basically a development of the
arquebusier, a Bombard is a huge iron cylinder set on a
wooden chassis. At one end is the powder container, this time connected
to a fuse which carries a flame into the power; this reacts violently and
hurls a large iron ball down the tube and towards a target, hitting for
massive damage.

Mages
They have the power to drive enemy troops insane, making
them fighting each other. They posses also the ability
teleport anywhere within charted territory.

Druids
Posses the knowledge of the spell ‘Touch of Chaos’ and can
cause significant damage to enemy troops with the Magic
Barrier.

Enchanters
The protectors of life, they master the art of Healing.

41

Elf Seaborne Units
Warship
The naval combat vessels of the elves.

Bark
The only way to transport ground troops across water.

Elf Airborne Units
Sky Rider
Very fast, in large numbers they are good aerial support
troops, effective against slow-moving targets.

Magic Chopper
Noted Elven inventor and hobbyist painter Vincel
Vah’Gorrel recorded in his diaries that the inspiration for his
master creation, the Magic Chopper, appeared to him in a
dream after he accidentally bashed himself unconscious against a tree
whilst engaged in boisterous play with an unnamed Elf maiden. He
wrote that he envisioned a flying machine that worked by channelling
ambient magical energy to power a system of winches and pulleys that,
in turn, spun carved wooden planks, or ‘rotors’, around a central shaft to
provide lift. After several unfortunate and generally fatal tests, a second,
smaller set of rotors was added to the rear of machine to aid stability.
The finished machine worked perfectly, and has since been enlarged
enough to be used as an air transport capable of carrying up to four light
troops. The design of the Magic Chopper enables archers and
spellcasters to shoot from it, provided it is not moving; magical feedback
can upset the Chopper’s delicate channelling systems if attempts are
made whilst in motion. For the inquisitive, the name of Vah’Gorrel’s
wonderful machine comes from the observed results of those
unfortunates who strayed too close to its whirling rotors...

42

Elf Buildings
Elven Keep
As a Human Castle but it manages Yeomen.

Treasury
As a Human Gold Mill.

Combat Camp
As a Human Barracks but it manages Elven
Archers.

Arsenal
As a Human Armoury but it manages
Bombards and Arquebusiers.

Duel Range
As a Human Barracks but it manages
Centaurs.

43

Holy Nest
As a Human Holy Stables but it manages Sky
Riders.

Abbey Tower
As a Human Temple but it manages Enchanter
and Druid.

Council of Runes
As a Human Mage Tower but it manages Magi.

Harbour
As a Human Shipyard but it manages Barks
and Warships.

Warning Tower
As a Human Watch Tower but it manages
Magic Choppers and Scouts.

44

Miner Guildhall
As a Human Fireguild but it manages Dwarf
Miner.

Tree Wall
As a Human Wall.

45

Artifacts
More than fifty different items: magical and skill enhancers; spell
scrolls; mana and healing potions; keys; bombs; resources and bonuses
are available.
Artifacts influence troop attributes in a various ways; they may be
earned by experience (upon reaching the first, third and fifth experience
levels) or can be found hidden in treasure chests, left on the ground after
a battle or in the inventory of the enemy or the monsters.

Armour
Bracelet of Defender – level three - increase armour by six

Crown of Titans – level three - increase armour by nine

Helm of Dragons – ultimate - increase armour by fifteen
Ring of Protection – level one - increase armour by three

Damage
Amulet of Battle – level three - increase damage by ten

Bracelet of Strength – level three - increase damage by six

Crown of Destruction – ultimate - increase damage by
fifteen

46

Gauntlet of Might – level three - increase damage by eight

Necklace of Dragons – ultimate - increase damage by
twenty

Ring of Power – level one - increase damage by four

Ring of Skill – ultimate - doubles the total damage

Life
Amulet of Life – ultimate - rest three times faster

Necklace of Blessing – ultimate - increase hit points by 200

Ring of Life – level three - increase hit points by 100

Magic
Celestial Cloak – ultimate - faster mana regeneration (*3)

Magical Efficiency Sphere – ultimate - spellcasters can
create mana bonus

47

Supreme Magic Shield – ultimate - doubles the efficiency
of the Magic Shield

Tome of Knowledge – ultimate - all spells cost is reduced
by 50%

Speed
Bracelet of Fanaticism – weapons fire 30% faster

Boots of Windspeed – increases troop movement speed

Ring of Fury - weapons fire 20% faster

Monsters
Many monsters populate the Rival Realms world, which the Chaos Gods
created in an attempt to take the whole world under their control.
Ferocious devils, terrifying dragons, golems and gryphons, all were
meant to destroy the civilized world.
The smallest of these monsters, the warbats, became Greenskin allies,
and assist them to destroy the other races. Not very powerful, but clever,
they have the ability to capture human size warriors and throw them in
the middle of the greenskin hordes to be chopped to pieces.
Dragons
Powerful creatures using breath weapons with devastating
effect against any possible enemy.

48

Devils
Extremely dangerous monsters, they use fire spells and have
been the doom of many would-be heroes.
Golems
Huge servants of the Dark Gods, they are able to squash a
rider and his horse with one blow.
Hydras
Devious creatures with four heads, they are deadly in close
combat because of their ability to strike anyone around
them.
Skeletons
Wandering spirits of long-dead wizards, they use strange
spells to overcome their enemies in battle.
Gryphons
Basically just a predatory beast, they become a real threat
when encountered in groups.
Air Snakes
Strange winged snakes that use spells in combat.

Sea Monsters
Roaming above and below the surface of the water, these
monsters attack anyone trespassing into their territory.

Notes
The AI Player
1.
2.

3.

Employs various strategies relating to land, sea, magic, air
Manages resources and troops in a different manner according to the
type of strategy chosen in the scenario editor: offensive or
defensive.
Offers four different levels of challenge

49

4.

Uses special troops efficiently:
• Most of its troops train while you are wandering ... so don’t
waste your time!
• Spellcasters:
• Always use their magic shield to protect themselves in
combat,
• Make use of the appropriate spells to attack their enemies,
• Store mana and healing potions; and give the latter to
‘regular’ troops,
• Elementalists:
• Place traps to protect their base,
• Create and use bombs - to create direct paths through the
landscape features, to destroy enemy buildings or to blow
up your traps!
• Air units search for and survey other players.

5.

Realistic manoeuvres in combat: range from fanatical combat to
tactical retreats according to the specific situation on the battlefield.
Tactical regrouping of smaller combat units and smart ambushes.

Alliances
In a single player custom game, you can have computer controlled allies
and/or fight against several allied computer players. Within a scenario,
press F11 and click on the Map Window to indicate where you need the
help of an allied computer controlled player. Computer controlled
players will fight each other if they are not allied.
In the multiplayer mode, up to 8 players can join the battle.
Alliances are very important:
•
•
•
•

you see everything that your allies see
you can transfer resources or peasants
your troops can be healed/repaired by allied buildings and they can
be transported by allied transporters
you can transfer peasants to your allies

Scenario Editor
Create your own custom games either by using one of the built-in maps
or editing your own maps with the supplied Scenario Editor: maps up to
210x134 tiles can be hand-tooled, making them some of the largest
scenarios of any real-time strategy game.

50

The Scenario Editor also contains a facility to randomly generate new
landscapes based on your selection of basic settings and landscape
features.
Full instructions for the use of the Scenario Editor can be found from its
on-line Help menu.

Game recording and playback
Record your game while you are playing it by calling up the Main Menu
from the Control Panel, clicking “Play/Record” and selecting a file in
which to record the game.
Later, you can Play the recorded file (at the same screen resolution),
interrupt it at any moment by pressing Escape and continue from any
point.
You can also watch the whole game from a ‘Gods Eye’ view and see
what everybody was doing at any moment. Use this ‘Gods Eye’ feature
after a multiplayer game to see why you lost!
Before recording the game, you might want to decrease the Fighting
speed if you feel you can’t keep up, however this doesn’t modify the
game’s speed!

The Troop Libraries screen:
After finishing a scenario you are able, if you wish, to save individual
troops from your army so that they may be recalled to fight in later
battles. You can create your own Troop Libraries and build them up into
formidable fighting forces. A default library exists for each of three
races from which troops can be called upon in certain campaign
missions. Be careful not to lose the troops from this library – you should
always create a library of your own before saving your troops. Libraries
are race-specific: you cannot save Greenskin troops in a ‘Human’
library.
Call up the Troop Libraries screen by clicking ‘Save Troops’ from the
Battle Statistics screens which appear after a scenario is concluded, or by
clicking the ‘Hire Troops’ button which can appear during the
introductions of some campaign missions.

51

To create a troop library
Press the ‘Create’ button, enter a name for your library and press Enter.
The newly created library will open for use.

Saving troops to a library
The two sets of 14 unit icons allow you to view troops of each type. The
upper set control the Library Troops and allow you to view troops
already present in the library; the lower set control the Game Troops and
let you view your current troops. Choose the type of the troop you want
to view by clicking on its icon.
Select each of the troops, one by one, that you want to save in your
library by clicking its troop button (in the 4x3 grid to the right of the unit
icons) and press the small ‘Save’ button located by the lower set of unit
icons. As each troop is saved in the library you can click on it to review
its Statistics at the far right of the Library Troops area. If you wish, click
on the troop’s designation (above its Experience meter) to give it a
unique name.
Once you have saved all your ‘heroes’, save the library as a whole by
pressing the large ‘Save’ button situated in the upper part of the screen.

Hiring troops from a library
Choose a library from the list at the top left of the screen then click the
large ‘Open’ button to activate it. Choose the type of troop you want to
hire by clicking on its unit icon in the Library Troops area of the screen.
Units not applicable to the current scenario are obscured by a red cross.
Select each of the troops, one by one, that you want to hire from your
library by clicking its troop button (in the 4x3 grid to the right of the unit
icons) and press the small ‘Hire’ button located by the unit icons. As
each troop in the library is selected you can review its Statistics at the far
right of the Library Troops area and note its cost. Your resources are
shown at the lower right corner of the screen.
Once you have hired all your troops, exit from the screen to proceed
with the scenario.

52

Customer Support
If you have any questions regarding Rival Realms or any of our other
products, please contact our customer support at:
Write:

Digital Integration Limited, Watchmoor Trade Centre,
Watchmoor Road, Camberley, Surrey GU15 3AJ

Phone:
Fax:
Website:

01276 678806
01276 21541
http://www.digint.co.uk

Credits
PRODUCERS - David Gillard, Roger Soimosan
GAME DESIGN - Story and Design - Roger Soimosan, Astianax
Tiberius “Taz” Lazar, Valentin “Dodo” Antonescu, David Gillard
PROGRAMMING - Game Programming - Mircea “Teddy”
Teodorescu, Sorin Dancescu, Bogdan Matea, Cornel Nitu,
Marius Demian. Scenario Editor Programming - Bogdan Matea.
Setup Programming - Mircea “Teddy” Teodorescu
GRAPHICS - Leading Artist - Valentin “Dodo” Antonescu
3D Artwork - Valentin “Dodo” Antonescu, Mihai Gheorghiu, Geo
Marian Pertea, Olga Avramov, Astianax Tiberius “Taz” Lazar, Razvan
Sultana, Claudiu “Clauss” Maniga, Florin “Max” Moldoveanu,
Stefan Buzea. 2D Artwork - Florin “Max” Moldoveanu, Olga
Avramov, Geo Marian Pertea, Valentin “Dodo” Antonescu
Special Effects - Mihai Gheorghiu
SOUNDS - Music Composition and Sounds Effects Constantin Fleancu, Cristian Tarnovetchi, Mihai Gheorghiu
Voices - Serban Celea, Adrian Pintea
U.K. PRODUCTION - Production - Rod Cobain, Marketing - Steve
Tagger, Additional Story - PaulJon Bowron, Game Testing - Paul
Burrows, Anthony Redfern, Manual Design - Wendy Christoforato,
Packaging Artwork - Nick McMahon, Phil Warner

Very Special Thanks To - Florence Ogrin Silvia & Gligor Soimosan,
JMD & JD & AS, Jean Pierre Protin & Cristina Ogrin.

53

Download PDF