
War & Conquest

Human knights prevailing against orc infantry in battle
Diplomacy

Thanks to the dominance of Human kingdoms in Elgea and the Broken Lands, Human Factions lead in global diplomacy
Hostile Politics

Unfaithful human lords beg for forgiveness after being banished by the King
Human Farming & Crafts

Humans are skilled at growing and harvesting crops as well as crafting a wide range of items
Construction & City Building

Starting with equal numbers of resource plots, Humans are well-balanced in building a wide range of city types.
Overview#
Humans are the second-born of the four great races populating the world of Illyriad. Unlike the three other great races of Dwarf, Elf, and Orc, whose origins and physiologies lend to their natures and excellences, Men forged their many civilizations from a balanced mix of strength, ingenuity and cunning.
Although Humans possess average stature and lack an inherent mastery of any one craft, their unity as a race renders them equally formidable to the others. Men’s eventual dominion over agriculture, smithing, and magic only came about as a result of faith and community; by bringing their vast and varied minds together in supplication to the now mythical gods, Men were able to found great cities and kingdoms of their own.
Within the many regions comprising Elgea and the Broken Lands, Men remain famous to this day for their adaptable — and at times disagreeable — approach to diplomacy and trade. Yet some things remain firm: all in battle who find themselves opposite the esteemed Knights of Men fear the ensuing outcome.
Origins#
At the start of everything the All-Father made all things that walk or swim, all places in which they dwell, the light and the dark, all things that grow or move, and all the lands and waters and heavens. All things he made by his will, and into all living things he breathed his spirit. To rule above the world he made his Angelium, whom we call the gods. To rule in the world, he made the four great races, and all the lesser beasts and beings below them. Thus it came to be that Men first walked out in the world, to tame the wild places, and to build villages, then castles, and at last kingdoms.
Thus it was that the Kingdoms of the First Age rose in an age of hope and promise, but in the face of much blood and peril. Orcs roamed the hills unfettered. Wild beasts ravaged flocks. The work of men was to tame the land, and to defend their people. Men learned to build and to organize their people. At first, men gathered together in caves or small camps, with only crude weapons to guard against wild beast and savage Orc. Then they built temples to the gods, whom in gratitude gave to them the gift of fire, taught them to tame horses, and unlocked for them the mysteries of magic. With their new wisdoms, gifts of other gods, men made finer weapons, and rode to battle on horseback, crafted stone walls and built the first small fortresses.
In time, little forts grew into solid castles and into great strongholds, and small camps grew into villages and towns and the first cities. So, there arose great Kingdoms of which now nothing remains.
This was the age when gods were still seen to walk the land, to fight alongside righteous armies, to inspire the ancient prophets. It was the age when men learned to build and to organize, to become masters of the land and masters of themselves. It was the age in which men learned to be victorious, to stop hiding and to stand firm. It was a time of heroes, of which nothing remains but legends…
Military Units #
| Tier 1 | Tier 2 | |
| Militiaman | Spearunit | Pikeman |
|---|---|---|
| The backbone of the Army of Man, militiamen stand as proud sentinels protecting the people from the perils roaming around Illyriad’s Kingdom. Although proficient with a variety of basic weapons, the militiaman is usually equipped with a spear and light armour – valuing his ability to quickly defend the gates of a city against marauding raiders. When acting as a divisional commander, this unit imparts an additional +5% bonus to the Phalanx Formation skill. | The elite protectors of the Lord’s cities. These highly skilled footsoldiers draw from the ranks of the militia and perform extensive training, making them excellent defenders, particularly against cavalry. When acting as a divisional commander, this unit imparts an additional +5% bonus to the Close Quarter Penetration skill. | |
| Swordsman | Infantry | Man-at-Arms |
| Many young boys are seen queuing up outside the barracks on their sixteenth birthday to apply to become Swordsmen – with dreams of fighting in the Prince’s army abroad for adventure and fortune. When acting as a divisional commander, this unit imparts an additional +5% bonus to the Interlocked Shields skill. | The solid core of any human field army, Men-at-Arms are the experienced heavy infantry that win the day. After many years of service as a Swordsman, candidates can apply to the elite ranks of the Men-at-Arms to fight for their Lord’s cause. When acting as a divisional commander, this unit imparts an additional +5% bonus to the Bloodlust skill. | |
| Archer | Ranged | Longbowman |
| On the practice field of every human city you will see hay bales with targets on them. These are used continuously by the Archers, whose task is to make sure enemies never make it over the city walls. When acting as a divisional commander, this unit imparts an additional +5% bonus to the Tortoise Formation skill. | Never armwrestle a Longbowman. Their upper body is massively conditioned from thousands of hours of practice firing their enormous bows. Most foes encountering a Longbowman on the city walls never live long enough to reach those walls. When acting as a divisional commander, this unit imparts an additional +5% bonus to the Concentrated Fire skill. | |
| Charioteer | Cavalry | Knight |
| From an early age, humans from the plains regions practice their horsemanship. The better ones are issued with deadly war chariots, complete with scythed wheels. When acting as a divisional commander, this unit imparts an additional +5% bonus to the Square Formation skill. | There is no unit more feared on the battlefield than a squadron of Knights. Most enemies break and run merely from the rumbling thunder as they charge towards them. And those are the smart ones. When acting as a divisional commander, this unit imparts an additional +5% bonus to the Charge skill. | |
| Battering Ram | Siege Engine | Catapult |
| Slung from a wheeled support frame by ropes or chains so that it can be more easily swung against its target, the ram’s attacking point is reinforced with a metal head and bound with metal bands to increase it’s strength. A protective roof provides shelter for your troops as they swing the ram against enemies’ wall and gates. | One of the most basic Siege Engines, the highly inaccurate catapult flings heavy stones in a great arc, towards an enemy city. Despite its lack of precise targetting, the heavy boulders raining down on the town inside are going to do quite some damage when they land. | |
| Praetorian Guardsman | Spearunit | Elite Praetorian Guardsman |
| King Sigurd’s Praetorian Guards are highly trained specialists in the art of discretely but forcefully keeping the Monarch from harm. They are fearsome and fanatical, and will gladly lay down their lives for their charge. | The very greatest soldiers in the King’s Praetorians are selected for special training – and special duties. Men – and women – of few words, combining their natural talents of speed, agility and tactical analysis with the most rigorous training available, very few succeed to in their quest to become an Elite Praetorian. |
Military Unit Stats#
| Unit | Name | Build time | Move Speed | Carrying Capacity | Attack | Spear Defense | Sword Defense | Bow Defense | Cavalry Defense | Type |
|---|---|---|---|---|---|---|---|---|---|---|
| Militiaman | 556* | 12 | 20 | 7 | 11 | 11 | 4 | 13 | Spearunit | |
| Pikeman | 814* | 8 | 12 | 16 | 17 | 17 | 11 | 29 | Spearunit | |
| Swordsman | 708* | 10 | 48 | 22 | 13 | 15 | 10 | 14 | Infantry | |
| Man-at-Arms | 805* | 7 | 55 | 35 | 20 | 21 | 18 | 19 | Infantry | |
| Archer | 676* | 11 | 20 | 16 | 21 | 20 | 22 | 13 | Ranged | |
| Longbowman | 1087* | 13 | 27 | 24 | 33 | 32 | 32 | 20 | Ranged | |
| Charioteer | 1287* | 24 | 150 | 37 | 15 | 20 | 16 | 21 | Cavalry | |
| Knight | 1434* | 15 | 100 | 65 | 20 | 28 | 19 | 28 | Cavalry | |
| Battering Ram | 43200* | 4 | 0 | 0 | 0 | 0 | 0 | 0 | Siege Engine – Walls | |
| Catapult | 79200* | 3 | 0 | 0 | 0 | 0 | 0 | 0 | Siege Engine – Buildings | |
| Praetorian Guardsman | 3600* | 12 | 0 | 40 | 46 | 48 | 44 | 38 | Spearunit | |
| Elite Praetorian Guardsman | 7200* | 14 | 0 | 72 | 62 | 70 | 64 | 55 | Infantry |
Military Unit Build Costs#
| Training Cost | ||||||||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Per hour | ||||||||||||||
| Militiaman | 1 | 1 | 0 | 0 | 0 | 1 | 0 | 0 | 0 | 1 | 0 | 0 | 0 | |
| Pikeman | 2 | 3 | 0 | 0 | 0 | 2 | 0 | 0 | 0 | 1 | 1 | 0 | 0 | |
| Swordsman | 2 | 2 | 0 | 0 | 0 | 0 | 1 | 0 | 0 | 0 | 1 | 0 | 0 | |
| Man-at-Arms | 3 | 4 | 0 | 0 | 0 | 0 | 2 | 0 | 0 | 0 | 1 | 1 | 0 | |
| Archer | 2 | 2 | 0 | 0 | 0 | 0 | 0 | 1 | 0 | 1 | 0 | 0 | 0 | |
| Longbowman | 3 | 3 | 0 | 0 | 0 | 0 | 0 | 2 | 0 | 2 | 0 | 0 | 0 | |
| Charioteer | 3 | 4 | 1 | 1 | 0 | 0 | 0 | 0 | 1 | 0 | 0 | 0 | 0 | |
| Knight | 4 | 6 | 2 | 1 | 0 | 1 | 0 | 0 | 2 | 0 | 1 | 1 | 0 | |
| Battering Ram | 50 | 250 | 2 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 6 | |
| Catapult | 150 | 750 | 6 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 14 | |
| Praetorian Guardsman | 0 | 250000 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | |
| Elite Praetorian Guardsman | 0 | 750000 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | |
Diplomatic Units#
| Scout | Scout | Ranger |
|---|---|---|
| Without knowing your enemy’s strength you are inviting disaster. Scouts report enemy force levels – an invaluable tool for any successful general. | When human scouts no longer are nervous about sneaking around behind enemy lines they can apply to become Rangers – the elite Human scouting force. Rangers also, due to their experience, can learn much more about enemy intentions. | |
| Agent | Spy | Spymaster |
| “Know thine enemy” applies to more than just military forces. Agents determine what capabilities a foreign city has, and are therefore essential information gatherers for Human Lords. | Infiltrating a foreign city and learning all of its capabilities requires enormous charisma and deviousness. As such, rare individuals are groomed to become Spymasters to give his lord a complete picture of an enemy city’s infrastructure. | |
| Burglar | Thief | Master Thief |
| A wise lord doesn’t always imprison the burglars he catches. If they are skilled, sometimes he hires them instead. | When a ruler really needs something that doesn’t belong to him stolen, he recruits the most accomplished members of his Thieves Guild for the task. These Master Thieves rarely fail in their missions. | |
| Saboteur | Saboteur | Agent Provocateur |
| Often times an enemy who grows too strong needs the strength of his town taken down a notch or two. This is where Saboteurs come in handy. They relish in destroying enemy buildings. | If it is of supreme importance that an enemy structure is not completed, the lord turns to his Agent Provocateurs. Isn’t it a pity that the town’s consulate expansion was destroyed by an accidental fire? | |
| Cutthroat | Assassin | Assassin |
| To be a great Lord, one sometimes needs opponents to… shall we say… “make themselves scarce”? Hence the need for cutthroats. | Deep in the mountains of Ushrakhan on the top of a pinnacle of rock is a castle. This is the home and training ground for the dreaded Assassins, the world’s greatest purveyors of death. When you need someone dead, you recruit these master killers. |
Diplomatic Unit Stats#
| Build time | Movement Speed | Carrying Capacity | Offense | Defense | |||
|---|---|---|---|---|---|---|---|
| Scout | 660* | 17 | 0 | 15 | 17 | Basic Scout | |
| Ranger | 960* | 22 | 0 | 34 | 28 | Advanced Scout | |
| Agent | 1020* | 17 | 0 | 17 | 21 | Basic Spy | |
| Spymaster | 1320* | 23 | 0 | 39 | 37 | Advanced Spy | |
| Burglar | 1320* | 15 | 59 | 15 | 16 | Basic Thief | |
| Master Thief | 1620* | 22 | 64 | 38 | 30 | Advanced Thief | |
| Saboteur | 2040* | 15 | 0 | 15 | 17 | Basic Saboteur | |
| Agent Provocateur | 2640* | 22 | 0 | 35 | 29 | Advanced Saboteur | |
| Cutthroat | 2940* | 16 | 0 | 18 | 18 | Basic Assassin | |
| Assassin | 3840* | 22 | 0 | 39 | 35 | Advanced Assassin |
Diplomatic Unit Build Costs#
| Training Cost | ||||||||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Per hour | ||||||||||||||
| Scout | 1 | 1 | 1 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | |
| Ranger | 2 | 2 | 1 | 0 | 1 | 0 | 0 | 0 | 1 | 0 | 0 | 0 | 0 | |
| Agent | 1 | 1 | 1 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | |
| Spymaster | 2 | 2 | 1 | 0 | 1 | 0 | 0 | 0 | 1 | 0 | 0 | 0 | 0 | |
| Burglar | 2 | 2 | 1 | 0 | 1 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | |
| Master Thief | 4 | 4 | 1 | 0 | 2 | 0 | 0 | 0 | 1 | 0 | 0 | 0 | 0 | |
| Saboteur | 3 | 3 | 1 | 0 | 1 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | |
| Agent Provocateur | 6 | 6 | 1 | 0 | 2 | 0 | 0 | 0 | 1 | 0 | 0 | 0 | 0 | |
| Cutthroat | 5 | 5 | 1 | 0 | 1 | 0 | 0 | 0 | 1 | 0 | 0 | 0 | 0 | |
| Assassin | 10 | 10 | 1 | 0 | 2 | 0 | 0 | 0 | 1 | 0 | 0 | 0 | 0 | |
Diplomatic Envoy#
| Highlord | ![]() Human Envoy |
|---|---|
| Description: Highlords are the most experienced and skilled Human ambassadors one can send to another town. They are experts in all aspects of diplomatic discourse, both savory and unsavory. Movement Speed: 26 sq/hr. XP: 2 |







