501	s	H:4(x2) A:1 HP:20 L:2 Nomadic. Two attacks. Cast on undamaged friendly monster group. Group is replaced by Volgaris. (This does not trigger any death effects.) At start of combat, casts Lightning Bolt (5 hit points of damage) on one random opposing minion.
502	s	H:3 A:0 HP:7 L:0 Nomadic, can join other Husks. Cast on square. Square becomes barren land, and cannot be targeted by Nature spells. At start of every other turn, one Husk is created in square. Dispelled if terrain changes or when entered by a recruit group.
503	s	H:2 A:1 HP:7 L:1 Cast on recruit group. Creates an Imp swordsman. At end of combat, if any other members of its group are damaged, Sawbones kills the most damaged other recruit in its group, and all surviving members of its group are fully healed.
504	s	Cast on globe. Every monster on the board dies. (Monsters that are off the board are not affected.)
505	s	Cast on globe. All new novices created are Imps.
506	s	Cast on friendly town or any colony. Structure is destroyed. Square becomes barren land.
507	s	Cast on recruit. Recruit gets +1 hand and missile damage, or +2 damage against Satyrs.
508	s	H:3 A:0 HP:16 L:1 Nomadic, Waterwalk. Cast within a 3x3 diamond centered on a water square.
509	s	H:3 A:1 HP:18 L:1 Nomadic. Cannot be targeted by Mind spells. In combat against Djinni, Great Bear does a "combined attack" (always targets the first opposing Djinn, and each attack hits all opposing Djinni simultaneously).
510	s	Cast on square. At start of turn of casting +1d3, and with 33% chance per turn thereafter, if square is unoccupied, a neutral recruit group of random nations, injury, and enchantments is created in square. (Neutral recruit groups cannot enter structures.) Duration: Through turn of casting +6.
511	s	Cast on recruit. Recruit receives no combat damage from monsters (before checking armor).
512	s	H:0(x0) A:0 HP:10 L:0 Cast on recruit group. Creates a Satyr swordsman. Bellwether does not attack. Its group cannot be targeted by enemy group spells.
513	s	Cast on town or colony. Dispels all spells on structure (which destroys colony). Structure cannot be targeted by structure spells. Before movement, if any novices were trained in structure that turn, structure moves to an adjacent empty square, leaving plains. (A new structure dispels its square and changes it to plains.)
514	s	Cast on swordsman. Swordsman gets +1 hand damage. Cyclopes in swordsman's group get +1 hand damage against Djinni.
515	s	H:3(x2) A:1 HP:12 L:2 Territorial. Two attacks. Gets +1 hand damage against Life minions. At end of combat, if Master Vampire survives and any member of its group killed a recruit by combat damage, one Novice Vampire (H:3 A:0 HP:5 L:1 Territorial) is created in group.
516	s	H:2 A:0 HP:12(x3) L:1 Nomadic, Flight. Cast on square within a 3x3 diamond centered on friendly town or colony. Creates three Furies. At start of combat, each Fury kills one random opposing minion, and all Furies in this group are removed from the game, ending combat. (This does not trigger any death effects for the Furies.)
517	s	Cast on minion. Minion is lowered to 1 maximum and current hit point. When any member of minion's group kills an opponent by combat damage, minion gets +1 maximum and current hit point.
518	s	Cast on desert. Before combat, each minion in square has 50% chance to be removed from the game, unless it has Desertwalk or Flight. (This does not trigger any death effects.)
519	s	Cast on recruit. Recruit gets +1 attack rate. At start of combat, all Heroes in opposing group die.
520	s	Cast on friendly recruit group. Group cannot be targeted by enemy group spells.
521	s	Cast on minion. When minion damages an opponent, opponent is killed. If opponent is not an Elf, minion dies as well. Dispelled when triggered.
522	s	M:2 A:2 HP:14 L:2 Nomadic, Mountainwalk. Gets +3 missile damage against Visions. Phantom's attack deals magical damage. (Magical damage ignores armor, immunities, and spells.)
523	s	H:3 A:1 HP:10 L:3 Nomadic, Flight.
524	s	Cast on recruit. A swordsman becomes an archer, while an archer becomes a swordsman. Has no effect on Weapon Master or Rakshasa.
525	s	Cast on recruit. Recruit changes into a Shadow, no longer deals hand or missile damage, and is set to 0 armor and cannot gain armor. Duration: Through turn of casting +1.
526	s	Cast on recruit. When recruit is hit by a swordsman for 1 or more damage (before checking armor), swordsman gets Shadow's Chill (-1 hand damage, regains +1 hand damage per turn until penalty is reduced to 0). If the attacking swordsman already has Shadow's Chill, its penalty increases by -1 hand damage instead.
527	s	Cast on recruit group. Every member of group changes into a Shadow.
528	s	Cast on group. All members of group receive +1 damage from Shadows (before checking armor). Visions in group receive +2 damage instead.
529	s	H:3 A:1 HP:12 L:1 Nomadic, Flight. Cast within a 3x3 diamond centered on a mountain. Cannot be targeted by Despair individual spells. Receives -1 damage from minions without Flight (before checking armor). Deals magical damage against Shadows. (Magical damage ignores armor, immunities, and spells.)
530	s	M:2(x2) A:0 HP:10(x2) L:1 Nomadic. Two attacks. Cast on forest. Creates two Centaurs.
531	s	Cast on globe. A random spell is added to the top of caster's deck, altered to caster's house and mana types.
532	s	Cast on globe. Caster discards all spells in hand that were not cast this turn.
533	s	Cast on recruit. Recruit gets +1 missile damage. Recruit's attacks are at level 5, and cannot be dodged, regardless of its opponent's level.
534	s	Cast on recruit. If recruit is killed, the attacker's owner discards all spells in hand. If killed by a recruit, Atonement transfers to the killer.
535	s	Cast on archer. Archer gets +1 missile damage. Vision archer gets additional +2 damage against Shadows.
536	s	H:4 A:1 HP:10(x2) L:2 Flight, Moves 2. Cast on recruit group. Creates two Tindelhunden in a random edge square. They hunt target group, switching sides if necessary. When target group dies, or is dispelled, Tindelhunden are removed from the game. (This does not trigger any death effects.) Humans get -1 damage per Tindelhund. Only one on a group.
537	s	H:4 A:2 HP:16 L:1 Moves 2. Cast on friendly recruit group not in a struc- ture. Creates Alabaster Guardian in a random adjacent square. Alaba- ster Guardian is player-controlled when in the 3x3 diamond centered on target group. Otherwise, it seeks target group. When target group dies, or is dispelled, Alabaster Guardian becomes player-controlled. Only one on a group.
538	s	Cast on recruit group. When group moves, its new square, and any town or colony in that square, have all spells dispelled (which destroys colony), and that square becomes plains. ("Moves" effects happen before any "enters square" effects.)
539	s	Cast on recruit. Recruit gets +2 maximum and current hit points for each subsequent alteration cast on recruit or its group.
540	s	Cast on recruit. Recruit gets +1 level for every other recruit in its group. All other members of recruit's group are set to level 0 and cannot gain levels. Only one in a group.
541	s	Cast on recruit. Recruit gets +1 armor. Neither player may cast any Hero spells. (This squanders all subsequent Hero spells cast this turn.)
542	s	Cast on recruit. When recruit is damaged by an attacker, recruit's group withdraws at the start of the next round, ending combat. If that attacker's group contains any Humans, Cleansing Light (group dispel) is cast on attacker's group. Dispelled when triggered.
543	s	H:3 A:1 HP:7(x2) L:1 Cast on globe. Creates two Arboriads off the board. Before combat, they appear in forest adjacent to a non-friendly recruit group. After all combat, they disappear again. They get +4 hand damage against Death minions. Dispelled when killed. May be cast more than once.
544	s	H:3 A:1 HP:6 L:1 Nomadic. Neutral. Cast on recruit group. Creates Q.B. in a random square. Target group becomes computer-controlled, can- not join groups or enter structures, and hunts this Q.B. At start of combat, Q.B. dies unless free, ending combat. If target group causes this, every member of group gets +1 level. Only one on a group.
545	s	Cast on archer. Archer gets +1 missile damage for each subsequent alteration cast on archer or its group.
546	s	Cast on plains. Square cannot be targeted by summoning spells. Mon- sters cannot enter square. At start of turn of casting +3, Grove matures and becomes forest. (Minions in for- est are concealed, and cannot be targeted by enemy individual spells.) A mature Golden Grove generates 1 mana of its owner's choice, and is captured like a structure. Dispelled if terrain changes.
547	s	Cast on recruit. Recruit gets +1 armor. Recruit receives -1 damage from recruits without enchantments (before checking armor).
548	s	Cast on globe. Neither player may cast any globe spells. (This squanders all subsequent globe spells cast this turn.) Globe becomes starfield. Duration: Through turn of casting +4.
549	s	Cast on archer. Archer gets +1 missile damage, and its missile damage becomes magical. (Magical damage ignores armor, immunities, and spells.) When cast, archer also gets Arhwazna (when archer hits a Keeper, the Keeper is killed; if the Keeper remains dead, Arhwazna is dispelled).
550	s	H:5 A:0 HP:20 L:2 Nomadic, Mountainwalk. Cast on mountain. When Gnome moves, its old square becomes barren land, and its new square becomes mountain. Against Misfits, Gnome casts Mountain under opposing group at start of combat, and withdraws at the start of combat round 3. ("Moves" effects happen before any "enters square" effects.)
551	s	M:2 A:0 HP:2(x3) L:1 Nomadic. Creates three Combustioneers. When a Combustioneer is killed, it explodes, inflicting 2 hit points of damage on its attacker.
552	s	Cast on square. A random non- structure square becomes Lost Mine's exit. At start of turn, friendly recruit group in square disappears through current turn +1d3, then reappears in the exit square. (Group reappears at start of turn if its square is unoccupied, or on the earliest turn thereafter.)
553	s	Cast on town or colony. Structure's 1 mana cycles through all six mana types, in cosmogonic order: Order, Strife, Clarity, Mystery, Will, World. (Mana-generating spells on the town still produce mana normally.) Duration: Through turn of casting +6.
554	s	Cast on recruit. When recruit is hit (after checking armor), its attacker receives an equal amount of magical damage. (Magical damage ignores armor, immunities, and spells.)
555	s	Cast on friendly recruit not in a structure. All computer-controlled, mobile monsters move towards recruit. When recruit's group moves into a structure, Belvario's Horn is dispelled. ("Moves" effects happen before any "enters square" effects.) Only one in play at a time.
556	s	Cast on friendly recruit. Recruit's group cannot be targeted by enemy group spells. Recruit and other members of its group cannot be targeted by Unmaking individual spells.
557	s	Cast on plains. Creates a monster group from a random summoning spell that can be targeted on plains.
558	s	H:2/M:2 A:1 HP:12 L:2 Nomadic. Cast on square. Creates a computer- controlled Djinn archer/swordsman without Waterwalk. Can be targeted by archer spells and swordsman spells. Cannot join groups, add recruits, or enter structures. Cannot be targeted by group spells.
559	s	Cast on town or colony. If structure is enemy, structure no longer generates its 1 mana. If structure is friendly, caster reselects structure's mana type. (Mana-generating spells on the structure still produce mana normally.) Before movement, if two or more novices were trained in structure that turn, Djinni Debate is dispelled. Dispelled if captured.
560	s	Cast on globe. Both players get +1 of all six mana types each turn. Only one in play at a time.
561	s	Cast on globe. Opponent discards all spells in hand that were not cast this turn.
563	s	Cast on globe. When opponent casts any spell, a copy of that spell is added to the top of caster's deck, altered to caster's house and mana types, and Memorize is dispelled. Only one per player at a time.
564	s	Cast on recruit. Recruit receives no hand damage from recruits (before checking armor). Recruit and other members of its group receive no damage from Cyclopes (before checking armor). Dispelled at end of next combat.
565	s	H:4(x2) A:1 HP:15 L:2 Waterwalk. Two attacks. Target square be- comes water. At start of combat vs. Imps, kills one random Imp. At start of turn, is removed from the game (which does not trigger any death effects). (Each minion drowns (dies) in water when water is created, when minion enters square, after start of turn, before movement, and before combat, unless minion has Waterwalk.)
566	s	H:1 A:0 HP:3(x3) L:0 Territorial. Neutral. Creates three Goldcaps. Goldcaps attack all groups, even if friendly.
567	s	Cast on recruit group. All members of group lose their natural house abilities.
568	s	Cast on square. When any group occupies square, group's owner ignores concealment when targeting individual spells.
569	s	Cast on square. The 3x3 diamond centered on square becomes forest. (Minions in forest are concealed. Concealed minions cannot be targeted by enemy individual spells.)
570	s	Cast on square. A random adjacent non-structure square becomes the same terrain as target square. Target square then becomes barren land.
571	s	Cast on recruit. Recruit no longer attacks, and receives no combat damage (before checking armor). When recruit is hit by an Imp (before checking armor), the Imp receives an equal amount of magical damage (and recruit receives no damage). (Magical damage ignores armor, immunities, and spells.) Dispelled at end of next combat.
572	s	H:3 A:0 HP:12 L:1 Nomadic. Cockatrice's hits give Cockatrice's Gaze (-1 damage and +1 armor, cumulative. A minion who gets three or more Cockatrice's Gaze is killed).
573	s	H:2 A:0 HP:4(x2-8) L:0 Territorial. Creates two to eight (1d7+1) Gnax. When a Gnax damages a Dwarf, the Dwarf gets Chaos Feature. (A recruit who gets 3 or more Chaos Features changes into a Misfit.)
574	s	Cast on square. At start of turn, each minion in square gets Chaos Feature. (A recruit who gets 3 or more Chaos Features changes into a Misfit.)
575	s	Cast on recruit. When recruit is hit (before checking armor), recruit's total armor x 2 is added to the enemy's damage. Recruit's remaining armor this round will reduce this damage normally.
576	s	Cast on town or colony. Dispels all spells on structure (which destroys colony). Structure cannot be targeted by structure spells.
577	s	Cast on recruit. Recruit gets +1 hand damage for every nation in its group.
578	s	Cast on recruit. When recruit hits an opponent who has 1 or more armor, opponent gets Thermite Damage (-1 armor, cumulative). If opponent has 0 armor, opponent takes 1 hit point of magical damage instead. Recruit ignores armor against Gargoyles.
579	s	H:4 A:1 HP:16 L:3 Nomadic. After all combat, if Hellion fought only non-Justice minions this turn, she changes sides.
580	s	H:2 A:2 HP:6 L:0 Nomadic, Flight. Neutral. Cast on volcano. If Wyrmling dies in combat against a recruit group, every member of group gets Wyrmling Hide (+2 armor). (Any recruits who join that group later are not affected.)
581	s	Cast on recruit. Recruit gets +1 attack rate. A swordsman gains a missile attack at M:2. An archer gains a sword attack at H:2, and +1 armor. Recruit's attacks alternate between missile damage and hand damage, starting with missile. Recruit may be targeted by both archer and swordsman spells.
582	s	Cast on friendly recruit group of two or more not in a structure. Group disappears. Creates a friendly colo- ny with Encamped (cannot be tar- geted by spells; created novices are eliminated). At start of turn of cast- ing +3 (or earliest turn thereafter), if not occupied, Colony is dispelled (which destroys colony), group reappears, and is fully healed. If captured, target group is removed from the game.
583	s	Cast on globe. No group enters combat. (This prevents all start-of-combat effects as well.) Duration: Through turn of casting +2.
584	s	Cast on swordsman. Swordsman gets +1 attack rate.
586	s	Cast on recruit. When recruit damages an opponent, opponent has all individual spells dispelled. If opponent is a Dwarf, opponent's group has all group and individual spells dispelled. Duration: Through turn of casting +3.
587	s	Cast on square. The 3x3 diamond centered on square becomes plains.
600	s	Cast on recruit. When recruit kills an opponent by combat damage, joyful music is played.

501	f	"You can't bind a demon without a little sacrifice. Besides, it's fun!" -- Spleen Bloodboil, Imp Thaumaturge and merchant
502	f	From a peak Diomesia watched the barren lands spreading through the forests. For the first time ever, the Queen of the Wild Wood was afraid.
503	f	"Parts is parts" -- Crunch Toebleed, Imp physician
504	f	"Ostralek was the first of them. His hatred of Nature was boundless. His first act was a curse that struck the wild wood silent and littered the forest floor with corpses." -- the Saga of Goldleaf
505	f	"What then does the Sar'ul Academy teach, if not extremes? To become a Misfit feared by Misfits, to corrupt the gentle Satyrs -- why do Djibari's acts embarrass the Sar'uli? He but had the courage of their convictions!" -- Ch'tai Academy polemic
506	f	"In bubble boil bile pool Gogar writhes. Spite his delight, and crushing hate. Let Gogar ruin what you used to like!" -- Spleen Bloodboil, Imp thaumaturge and merchant
507	f	"You say this is Nature's Design, that I die of her plague? Then Nature will no more be my love! I find I prize my own self above her! Tell me, friend Djibari, what must I do?" -- Goldleaf the Satyr, father of the Imps
508	f	"Now Brother Auk loved Sister Eel so much, that as he sat by the lakeside, his wings shrunk away " -- Cyclops children's tale
509	f	Belvario's downfall was not in his trust of the Horn or the Trap, but his hunting party of Djinni advisors.
510	f	Every journey that has a beginning, has an end. Shamen on their dreamwalks discovered the secret to the other side of the Void, and the greatest of them can open the door from this side.
511	f	When her daughter Sibiki was killed by wild beasts, Xia cried for seven years. Her tears fell into the Sacred Lake, and whoever bathes there will escape Sibiki's fate.
512	f	"None of your artful befuddlements will fool the folk of Nature, while the kind-eyed Bellwether walks among us!" -- Acornbelly, boasting to Al Hakim
513	f	"Before there were stars or birds or wind or rain, out of the ocean came Grandfather World-Walker. On his back was the first village, and there sat the first four of our people who ever lived." -- Cyclops legend
514	f	"The monoculars may be mindless, as the Sar'uli claim, but their souls are the mirror of ours, their silence the mirror of our thoughts. Whatever they suffer at our hands, we will surely suffer in return, for no jailer is ever truly free." -- Ch'tai Academy polemic
515	f	"The'SSol'chur is the thirteenth category of existence: Having been mortal, died, and continuing to act and move in a body, in the mortal world, for reasons other than duty." -- The Keeper Code
516	f	When Bes-Kandra extended the Keeper Code into Acheron, she created these beings and bound them to hound and destroy any who would violate it. They are Thesol'n, the tenth category of existence in Keeper theology 
517	f	"Lord Khobai had discovered my treachery, and for an endless night I waited in terror. Then, for the first time, I saw my Master smile. It was a grisly smile." -- The Assassin's Tale
518	f	Then graceful Auberol did cry<br>And fall to his knees<br>    in the silent Sand<br>And mourned his<br>    fair companions three<br>Buried alive in a lifeless Land<br> -- The Fae Quadrille of Wyr
519	f	"I crawled from my sepulcher and fell before my lord Khobai. 'Lienna', he said in his hollow whisper. 'Yellow witch of the Seelie. Find her and send her to the Silent Fathers.'" -- The Assassin's Tale
520	f	"Thr'harruk is the eighth category of existence: Having been mortal, died, and been improperly buried, but nonetheless having realized Mystery, merged with the Darkness, and been utterly forgotten." -- The Keeper Code
521	f	"The Portent appears to a soldier in a nightmare. It is the holiest thing that can happen to him, a great honor. He awaits battle in grim terror, eagerly. But an Elf's touch will banish the Portent; the Elf will die, but the soldier will be robbed of a holy death." -- Diary of Sharul-Nar
522	f	The Cheruli could not forgive themselves for their failure to prevent a massacre, and their guilt drove them to Despair. After their suicides, they became fearsome enemies of the Light.
523	f	"The world is so untidy  And how I hate it when things rearrange themselves. I crush and snap and boil and break them, but there are always more!" -- Makva
524	f	"Perhaps the Pretender wished to test his power, or perhaps he was ruled by his Shadow counselors. Strange orders issued from the Deep Vault of Kings, and mighty legions were told to die with dishonor." -- The Kandra Lineage Scrolls
525	f	"Gabromil's face was gray and slack. All around him his comrades died, but he made no move to save them. I saw him stiffen, and then his whole body changed " -- Account of an Elven archer, Battle of Thrgal
526	f	"His hood fell back, and I saw the mask. I fought on, but my arms grew heavy " -- Account of an Elven swordsman, Battle of Thrgal
527	f	"All through the Shadowlands, constant horrible whispers kept our Fifth Battalion from sleep or meditation. Remarkable physical changes were observed " -- From a Djinni committee's report
528	f	"Do not forgive us; our sin is too great. We, who claimed to best serve Hope, allowed the slaughter at Vask. We, who claimed to love purely, cannot repent or forgive. We bear our guilt down with us, into cowards' graves." -- The Last  Words of The Cheruli Mages
529	f	"Climbed ark of Sky have I, and felt the gold of Sun on golden Wings. That is enough forever; no need of more. In battle cry for joy, for what you've lived, and strike the dark, that hope live on!" -- the Griffin of Zur
530	f	"My folk distrust Mages, and we do not follow Houses; but the Maiden Z'naa is a friend, and we honor our friends." -- A'hnarrha, Centaur
531	f	"The portents for Clarity: All secrets will be made known, and all gates opened. Pure hearts schooled in trust will hold the Ring of Six Stones in trembling fingers." -- The Faldathi Prophecy
532	f	"In the end, love can have no reason and no proof. Freedom lies in a commitment springing out of nothing. Giving up all attachment and identity is the fundamental generosity; and what remains is bliss." -- Ch'tai Academy discourse on Hope
533	f	"Rage, spite, despair my constant temptations. Every moment a trial, a lesson, and a gift. Keep the Light always before me!" -- Heartsong, Imp disciple of Hope
534	f	The Imp Bloodspike was Zana's torturer at Bar-Thadarak. Later he embraced Hope and took the name Heartsong. On hearing this, Zana wept with gladness, and said: "Remorse is the gateway to joy."
535	f	"As the arrows landed, my grim employers uttered unearthly wails. The bright faces of our ambushers were calm, compassionate. As an arrow grazed my arm, I thought of my own sins." -- Jan Palczred, mercenary
536	f	"Judgment is not tangential and contingent, but inevitable; each action contains its price within it, and the execution of Justice is implacable, though its Agents vary." -- Sayings of Pantogar
537	f	The stones of the Well correspond to the attributes of the just: alabaster for loyalty, ebony for steadfastness, quartz for service, malachite for wisdom, granite for courage 
539	f	"Only in being judged is the soul free. When Justice is complete, every penance paid, every wrong righted, the world in balance again, then the soul slips into the peaceful night to rest." -- From the "Initiatio Justicatorum"
538	f	"'Ateros!' I cried. But he spoke, and dashed my hopes of clemency: 'Ateros is no more. He has taken the Mask, and now there is only the Justicar.'" -- Diary of Vlad Hrothgar
540	f	"Never seek power. Seek justice. Justice may call you to obey, or to command. That Justice may speak through you, abandon now your name, your memory and your relations " -- From the "Initiatio Justicatorum"
541	f	At Cheol, Ngozi's son Ozande turned traitor and took the Justicar mask. It is said that while he lives, Ngozi will not return to reunite the tribes.
542	f	"Most of Ngozi's troops have been in Gargoyle servitude, and the sight of the stony creatures inspires them to violent rage; but at the memory of the Star Chamber, their courage fails " -- Kyman Firth, "The Siege of Groven's Weald"
543	f	"Oh, they're excellent sentries and skirmish fighters, but it's all a game to them. They're always laughing that same silvery laugh, whether they're entertaining Lord Auberol or picking off Khobai's patrols " -- Seelie court gossip
544	f	And seek you then that golden Hide<br>To hang in Adriel's mighty Hall<br>The Jape of mages and<br>    the Jewel of bards<br>The Foil of our Lord Auberol<br> -- The Fae Quadrille of Wyr
545	f	His eyes were clear and golden<br>His voice rang like a bell<br>And at his throat a flower<br>Of our Lady Adriel<br> -- The Fae Quadrille of Wyr
546	f	From a Keeper legionnaire's report: "Then the sun rose, and the horror began. Everywhere awful white light, the nauseating scents of flowers, the unending noise of rushing water and a thousand flying and scurrying vermin enervated and confused us."
547	f	"While we have been able to create replicas, they do not have the properties of the original. This lends some credence to that upstart Fletcher's claim that the armor is grown by the Elves, not made " -- Forgemaster Ulrik's report to Odar
548	f	"We were sore afraid at this intelligence, and raged. We cried: 'How could even foul Khobai plan to slay an entire land!' But our Lady smiled sweetly, and said: 'What he cannot Find, he cannot Slay.'" -- Theriel of Caenedor
549	f	The Fainne Ealith of Wyr, "those who kill Death", serve the Court in deserts and bogs far from Arboria. They are fierce, adaptable, and more gregarious than most Seelie folk. Dwarven brides are often chosen from their ranks.
550	f	In ancient days, the Dwarves revered and worshipped their elemental cousins. True to tradition, young Dwarves are still sent as tributary servants to the Deep Burrows, but in fact these "servants" politely rule the Gnomes.
551	f	"They may be little, but they're loud" -- Zalima, Master Smith
552	f	"This war has ravaged the land, and our war machines have created horrors. We will accept the dictum of the Gargoyles: we will abandon these lands, and seek the mountains." -- Beobogh, Dwarven king
553	f	Many youths would rather bear the shame of remaining guildless than apply to the Mirrorers' Guild -- politically powerless, religiously suspect, and the only guild ever to accept non-Dwarven applicants. The Panopticon of Master Mirrorer Fuko is the Guild's one triumph.
554	f	On the Eastern Continent, old wounds between the Dwarves and Djinn have healed, and collaboration thrives between the Kumatru Academy and the Guilds. Singh-Mukkajin's "Theory of the Properties of Fuligin" helped the Dwarven Tylemi clan develop force-deflection alloys.
555	f	"Sound the horn! Flush out the beasts, and let us close!" -- Guild Master Belvario on the hunt
556	f	After the Great Wasting killed the Dwarven women, Beobogh the Armorer became King, and led the Dwarves into the mountains.
557	f	Shezif Xan, founder of the Itrokos Academy, invented the Xan topomorph function. It gives, for any two points, a topology under which they are adjacent, and has several interesting practical applications 
558	f	"how unworthy am i - to ask you that honor me - in accepting my hospitality - but surely your graces - would not refuse - my humble gift of entertainment - a trifling gambling game - of meager odds - merely our lives" -- Varaki, Rakshasa
559	f	In the original 'Djinni debate', the Ch'tai and Sar'ul Academies split over the treatment of the Cyclopes. Rival polemicists stood and spoke nonstop for twelve years. Many nations now use the phrase to mean 'paralyzing indecision'.
560	f	Xin Shia is the oldest of the Academies, and its teachings are nonsensical to many. But Xin Shian monks have meditated in their Alcoves since the childhood of the nations, and some say these meditations create all magic, or even that the whole world is but the monks' dream.
561	f	The Tan'u'zhadhi created the Two Mages Game, now a wildly popular Djinn pastime. But none of the other Academies will play with the Tan'u'zhadhi, and not only because they cheat. They insist on using a Gorbak as a discard pile -- and legs have been lost to overeager Gorbaks.
563	f	"As the fires exploded around us, I cursed the old Djinn and begged him to let us all flee. But he sat watching the destruction with an expression of intense concentration " -- The Journey of Tansek
564	f	"Morality, compassion, hesitation, and fear are attachments that we must destroy. In the Mindless Ones, we can create and study extremes of experience that would kill a Djinn. Through subjugating them, we will free ourselves " -- Sar'uli manifesto
565	f	The Dragon Zhe was born to guard the woodland lakes. When Goldleaf betrayed Nature, Zhe swore her daughters would dedicate themselves to destroying what Goldleaf had unleashed into the world.
566	f	"Goldcaps are the spirits of autumn, born to frolic a moment, then gladly die -- for each one that dies turns a tree leaf gold." -- Uyden's Handbook
567	f	Every revel has its price.
568	f	"These blue ones hurt us, those talk big promises, and we stay patient. I say, enough waiting! Let us go to the Pool. There no creature can hide from me. There I can sort them out!" -- Tyu, Cyclops shaman, at a war council
569	f	The dancing ripple<br>    from a pebble's strike<br>The seed alighting in a patch of sand<br>Begins a wave<br>    that bursts a city's dike<br>Begins a pine<br>    that seeds a desert land<br> -- Song of the Satyrs
570	f	"Winds roared, the ground exploded, the trees fell into the sky! These Satyrs really know how to entertain a guest!" -- Elevava Glasshead, Misfit traveler
571	f	"Wild wood! These changed ones are no longer your children! In the fight tomorrow, O branches, O thorns -- trip and tangle, strike and strangle!" -- Diomesia in her cups
572	f	"An obscene creature, native to the Bedlam and the Badlands of Arun. Its gaze, its bite, and its tail are all to be avoided." -- Dwarven Field Guide to the Major Monstrosities
573	f	"Misfits raise Gnax for food, and Badlands Human tribes will hunt them on occasion, but the taste is unreliable. We dined on roasted Gnax at a Seulik encampment, and the meat, unseasoned, tasted of lemons, spoiled fish, ginger, and lead." -- Journal of Lienna: Volume VI
574	f	"In the heart of Making lies the seed of Unmaking. After the horrific Dwarven war machines created the first Voids and Misfits, Chaos began to spread on its own." -- Az-arif, The Dominance Wars
575	f	"Tharn stood point, arrows glancing off his breastplate -- a well-made thing, that. Suddenly, it moved like a live thing: its plates puckered like mouths to guide the arrows into his vitals!" -- Dwarven eyewitness, Battle of Irrenburg
576	f	"The Shadows' magic had caught me in a trap, and each day I cursed the icy waves that lapped at the bleak city's edge. Then one morning the bitter seas were gone -- in their place stood a hooting, gibbering army of the strangest creatures I had ever seen " -- The Journey of Tansek
577	f	"If one loves two, and two love three, how merry will those many be! If three love four, and four love five, how mighty will the many thrive!" -- The Carpist, Misfit bard
578	f	For generations, the Seulik band hid from Justicar dominion in the Badlands of Arun. There, they learned to cultivate the creatures native to the lava flow.
579	f	 Wherever conflicts flare out of control, Hellions arise thirsty for battle, scorning loyalties. "War is a forest fire. Only a fool starts a war and thinks he can control it." -- Ngozi
580	f	Along the broken ridge,<br>    great Khulainn ran<br> Where earth's blood boiled<br>    on either side<br>Then stopped,<br>    his arrow Drachensbane let fly<br>And pierced<br>    the new-born Dragon's hide<br> -- Epic poem, Seulik band
581	f	"Other Human bands have hunters, traders, herders, and mothers, but there are only combatants among the Farouki. They grow in numbers by adopting the orphans of war, and bear arms from age six " -- Alicar, History of the Human Bands of Acheron
582	f	"At last, I am back among my people for a little while. I met them by chance encamped in the high country, and I might have missed them but for the festival fires. Little Shara is grown into a beauty " -- Diary of Vlad Hrothgar
583	f	"Peace is an excellent ploy." -- Ngozi, the Book of War
584	f	His eyeballs bulged<br>And filled with blood<br>His hair stood straight<br>And as he spun in rage<br>His scream tore every heart in twain<br> -- Epic poem, Vrathi tribe
586	f	"So my dear Ogi has created something wonderful, eh? Well, we'll just see about that. Bwahahahaha!" -- Fingle, Misfit hero and Dwarven heretic
587	f	The tribe can only prosper and grow as long as there are animals to hunt and plants to gather. When the land is crowded, a powerful shaman can spread the savannah outwards, like the unfolding of a cloth.
600	f	"Always we were! Always! Fire and pain! But Bitterus brought us out here. So many pretty things out here to crush and hurt! Thank Bitterus - tear his horns off! Play a happy song!" -- Spittle Toothcrack, Imp historian and lyricist

501	m	Nomadic. Two attacks. At start of combat, casts Lightning Bolt (5 hit points of damage) on one random opposing minion.
502	m	Nomadic, can join other Husks.
508	m	Nomadic,  Waterwalk.
509	m	Nomadic. Cannot be targeted by Mind spells. In combat against Djinni, Great Bear does a "combined attack" (always targets the first opposing Djinn, and each attack hits all opposing Djinni simultaneously).
515	m	Territorial. Two attacks. Gets +1 hand damage against Life minions. At end of combat, if Master Vampire survives and any member of its group killed a recruit by combat damage, one Novice Vampire (H:3 A:0 HP:5 L:1 Territorial) is created in group.
516	m	Nomadic, Flight. At start of combat, each Fury kills one random opposing minion, and all Furies in this group are removed from the game, ending combat. (This does not trigger any death effects for the Furies.)
522	m	Nomadic, Mountainwalk. Gets +3 missile damage against Visions. Phantom's attack does magical damage. (Magical damage ignores armor, immunities, and spells.)
523	m	Nomadic, Flight.
529	m	Nomadic, Flight. Cannot be targeted by Despair individual spells. Receives -1 damage from minions without Flight (before checking armor). Deals magical damage against Shadows. (Magical damage ignores armor, immunities, and spells.)
530	m	Nomadic. Two attacks.
536	m	Flight, Moves 2. Tindelhunden hunt their target group, switching sides if necessary. When target group dies, or is dispelled, Tindelhunden are removed from the game. (This does not trigger any death effects.) Humans get -1 damage per Tindelhund.
537	m	Moves 2. Alabaster Guardian is player-controlled when it is in the 3x3 diamond centered on its target group. Otherwise, it seeks its target group. When its target group dies, or is dispelled, Alabaster Guardian becomes player-controlled.
543	m	Before combat, Arboriads appear in forest adjacent to a non-friendly recruit group. After all combat, they disappear again. They get +4 hand damage against Death minions. Dispelled when killed.
544	m	Nomadic. Neutral. Target group be- comes computer-controlled, cannot join groups or enter structures, and hunts this Q.B. When target group dies, or is dispelled, this Q.B. becomes free. At start of combat, Q.B. dies unless free, ending combat. If target group causes this, every member of group gets +1 level. (Any recruits who join this group later are not affected.)
550	m	Nomadic, Mountainwalk. When Gnome moves, its old square becomes barren land, and its new square becomes mountain. Against Misfits, Gnome casts Mountain under opposing group at start of combat, and withdraws at the start of combat round 3. ("Moves" effects happen before any "enters square" effects.)
551	m	Nomadic. When a Combustioneer is killed, it explodes, inflicting 2 hit points of damage on its attacker.
565	m	 Waterwalk. Two attacks. At start of combat against Imps, kills one random opposing Imp. At start of turn, is removed from the game (which does not trigger any death effects).
566	m	Territorial. Neutral. Goldcaps attack all groups, even if friendly.
572	m	Nomadic. Cockatrice's hits give Cockatrice's Gaze (-1 damage and +1 armor, cumulative. A minion who gets three or more Cockatrice's Gaze is killed).
573	m	Territorial. When a Gnax damages a Dwarf, the Dwarf gets a random individual spell (Chaos Feature). (A recruit who gets 3 or more Chaos Features changes into a Misfit.)
579	m	Nomadic. After all combat, if Hellion fought only non-Justice minions this turn, she changes sides.
580	m	Nomadic, Flight. Neutral. If Wyrmling dies in combat against a recruit group, every member of group gets Wyrmling Hide (+2 armor). (Any recruits who join that group later are not affected.)

526	n	Shadow's Chill
526	h	Swordsman gets -N hand damage for having hit a Shadowmasque in combat, where N is the number of turns remaining.
544	n	Quest
544	h	Group becomes computer- controlled, cannot join groups or enter structures, and hunts its Questing Beast. If group fights its Questing Beast and causes it to leave play, every member of group gets +1 level. (Any recruits who join this group later are not affected.) Only one on a group.
549	n	Arhwazna
549	h	When archer hits a Keeper, the Keeper is killed. If the Keeper remains dead, Arhwazna is dispelled.
572	n	Cockatrice's Gaze
572	h	Minion gets -1 damage and +1 armor, cumulative, for having been hit by a Cockatrice. A minion who gets three or more Cockatrice's Gaze is killed.
578	n	Thermite Damage
578	h	Minion gets -1 armor, cumulative, for having been hit by Thermites.
580	n	Wyrmling Hide
580	h	Recruit gets +2 armor for having helped its group to kill a Wyrmling.
582	n	Encamped
582	h	Structure cannot be targeted by spells. When structure creates any novices, those novices are eliminated. At start of turn of casting +3 (or earliest turn thereafter), if not occupied, Colony is dispelled (which destroys colony), group reappears, and is fully healed. If captured, target group is removed from the game. (This does not trigger any death effects.)

503	m	Sawbones is a swordsman. At end of combat, if any other members of its group are damaged, Sawbones kills the most damaged other recruit in its group, and all surviving members of its group are fully healed.
512	m	Bellwether is a swordsman. Bellwether does not attack. Its group cannot be targeted by enemy group spells.
558	m	Nomadic. Rakshasa is a computer- controlled archer/swordsman. Can be targeted by archer spells and swordsman spells. Cannot join groups, add recruits, or enter structures. Cannot be targeted by group spells.
