801	s	Cast on friendly recruit. At start of next combat, recruit explodes (dies), and all other minions in both groups take 3 hit points of damage.
802	s	Cast on friendly recruit. It eats (kills) all other recruits in its group, absorbs their maximum and current hit points (recruit gets +M maximum and +C current hit points, where M and C are the sums of maximum and current hit points of all other recruits in its group), and gets +1 armor. (These stat changes cannot be dispelled.)
803	s	Cast on minion. Every other minion in its group takes N hit points of damage, where N is the greater of target minion's hand or missile damage.
804	s	Cast on friendly recruit in group of two or more. Target recruit kills the most damaged other recruit in its group. Group moves twice this turn in its direction of travel.
805	s	H:M A:1 HP:2*M L:2 Nomadic, Flight, Moves 2. Cast on globe. Creates Fiend in a random square. Revolver (Casting cost M revolves from 1 to 10, starting at 1 and increasing by 1 mana per turn, restarting at 1 when it reaches 10, until cast).
806	s	Cast on friendly minion group. After movement, target group implodes (is removed from the game; this does not trigger any death effects), and all minions in the 3x3 diamond centered on group's square take 2 hit points of damage for each minion in target group.
807	s	Cast on group. Each member of group has its maximum hit points lowered to its current hit points.
808	s	Cast on friendly group. Minions in group get -1 hand and missile damage. If group is killed in battle, Scars of Kolekh transfers to the killing group.
809	s	Cast on swordsman. Swordsman gets +1 hand damage. At start of turn, swordsman gets -1 maximum and current hit point. When swordsman damages an opponent, swordsman gets +N maximum and current hit points, where N is the amount of damage dealt to opponent.
810	s	H:3 A:1 HP:2(x3) L:1 Nomadic, Flight. Creates three Winged Monkeys. Withdraws at the start of combat round 3. At end of combat, if both groups are still alive, enemy group is carried to a random adjacent unoccupied non-structure square, and Winged Monkeys are removed from the game. (This does not trigger any death effects.)
811	s	Cast on Cyclops archer. Archer gets +3 missile damage and -1 level.
812	s	H:3 A:0 HP:10 L:1 Cast on friendly recruit group. Creates Wolf. Other members of group no longer attack. When any other member of group is hit (after checking armor), Wolf receives an equal amount of magical damage, and the member who was hit receives no damage. When Wolf dies, his group withdraws at the start of the next round, ending combat. Only one in a group.
813	s	H:2 A:0 HP:3(x3) L:2 Cast on globe. Creates three Brown Striders off the board. Before combat, Striders appear in forest adjacent to a non-friendly recruit group. After all combat, they disappear again. Withdraws at the start of combat round 3. Striders' hits give Strider's Venom (-1 hand damage, cumulative). Dispelled when killed. May be cast more than once.
814	s	M:3 A:0 L:1 Cast on archer. At start of turn, archer changes randomly between Eagle and recruit form. The Eagle form gets +1 missile damage. When Eagle damages a monster, monster is killed.
815	s	H:4 A:0 L:1 Cast on swordsman. At start of turn, swordsman changes randomly between Lion and recruit form. The Lion form gets +2 hand damage and -1 armor, and receives no combat damage from monsters (before checking armor). Changing to Lion form dispels all other individual spells.
816	s	H:2 A:1 L:2 Cast on swordsman. At start of turn, swordsman changes randomly between Lizard and recruit form. The Lizard form gets +1 level, and cannot be targeted by enemy individual spells.
817	s	Cast on swordsman. At start of turn, swordsman changes randomly between recruit form, Bear Spirit, Lion Spirit, and Lizard Spirit. These spells have no casting cost for Shapeshifter's caster while Shapeshifter is in play. Only one in play at a time.
818	s	Cast on recruit. When a new monster or monster group is created on the board, recruit copies the unaltered hand and missile damage, armor, maximum hit points, and level of the first monster in that group, and Spirit Binding becomes Spirit Bound. If this increases recruit's maximum hit points, recruit is also healed by an equal amount. Recruit keeps its own attack types.
819	s	Cast on friendly recruit. Recruit is fully healed, has all group and individual spells dispelled, gets +2 levels and Rite of Growth (+1 hand damage and +4 maximum and current hit points), and disappears through turn of casting +2. (Recruit's new group reappears at start of turn if its square is unoccupied, or on the earliest turn thereafter.)
820	s	Cast on friendly recruit. Recruit gets +1 level, and no longer deals hand or missile damage. Archers in recruit's group get +1 missile damage.
821	s	Cast on group. Group gains Desertwalk and Firewalk. (Group takes no damage from desert, lava or volcanoes. This does not allow group to cross volcanoes.)
822	s	H:3 A:0 HP:10 L:1 Nomadic. Cast on globe. After all combat, for every recruit group that died in combat this turn not in a structure, a neutral group of an equal number of Skeletons is created in the recruit group's square, and Day of the Dead is dispelled. Skeletons receive -2 damage from missiles (before checking armor).
823	s	Cast on square. Non-structure squares in the 3x3 diamond centered on target square get Drought Effect (square changes sequentially from water to swamp to plains to barren land to desert). May be cast more than once (but is non-cumulative).
824	s	Cast on town or colony. Town becomes a colony. Structure cannot be targeted by structure spells.
825	s	Cast on friendly group. While group is in desert, each member of group is concealed. (Concealed minions cannot be targeted by enemy individual spells.)
826	s	Cast on friendly recruit group. Group is removed from the game. (This does not trigger any death effects.) For each recruit in group, caster gets +2 Mystery next turn.
827	s	Cast on recruit group in desert. On turn of casting only, group's movement orders are cancelled, and all members of group take 1 hit point of damage. All members of group are concealed from both players. Duration: Through turn of casting +1. (Minions concealed from both players cannot be targeted by individual spells.)
828	s	Cast on friendly recruit group. During combat, when any recruit in group is dying, recruit returns to life, is fully healed, has all group and individual spells dispelled, and disappears, and Soul Jar is dispelled. (Recruit's new group reappears at start of turn if its square is unoccupied, or on the earliest turn thereafter.)
829	s	Cast on swordsman. Swordsman gets +1 hand damage. Swordsmen in its group (including itself) get +1 hand damage in combat round 2 only.
830	s	Cast on globe. At start of turn, all minions on the board take 1 hit point of damage. (Minions that are off the board are not affected.) Duration: M turns. Revolver (Casting cost M revolves from 1 to 10, starting at 1 and increasing by 1 mana per turn, restarting at 1 when it reaches 10, until cast).
831	s	Cast on group. At start of turn, each member of group has its maximum hit points lowered to its current hit points.
832	s	Cast on recruit. Recruit takes 1 hit point of damage, plus 1 hit point of damage for each group or individual alteration on recruit.
833	s	Cast on square. Forest becomes plains. Plains become barren land. Barren land becomes desert. Desert becomes lava. Mountain becomes volcano.
834	s	Cast on globe. Every town and colony no longer generates its 1 mana. (Mana-generating spells still produce mana normally.) Duration: Through turn of casting +3.
835	s	Cast on globe. Next turn, opponent has all spell casting costs adjusted by +1 primary and +1 secondary mana of opponent's mana types per spell.
836	s	H:3 A:1 HP:13 L:2 Territorial, Flight. At start of combat, casts Frostbite (-3 maximum hit points, +1 maximum hit points per turn for 3 turns) on opposing group. When Frost Dragon damages an opponent, opponent does not attack in the next combat round.
837	s	Cast on group. Every member of group gets -3 maximum hit points. At start of turn, every member of group gets +1 maximum hit point. Duration: Through turn of casting +2.
838	s	Cast on globe. All groups gain Flight. (Groups may cross any terrain, and are immune to adverse terrain effects.) Duration: Through turn of casting +1.
839	s	Cast on globe. Recruit groups cannot join other groups or add any new recruits. Duration: Through turn of casting +2.
840	s	Cast on recruit. Recruit has all individual spells dispelled, and changes into a Shadow. Recruit's group has all group spells dispelled.
841	s	Cast on globe. All monster groups on the board get Emancipated (monster group becomes neutral (but keeps previous control by computer or player)). (Neutral groups move last, attack all other groups, and have "half-initiative" in combat.)
842	s	Cast on friendly recruit. Enemy group spells cast on recruit's group are squandered, and recruit takes damage equal to the casting cost of the squandered spell.
843	s	Cast on globe. All friendly groups gain Flight. (Groups may cross any terrain, and are immune to adverse terrain effects.) Duration: M turns. Revolver (Casting cost M revolves from 1 to 10, starting at 1 and increasing by 1 mana per turn, restarting at 1 when it reaches 10, until cast).
844	s	Cast on square. Void, lava, and desert become barren land. Barren land becomes plains. Volcano becomes mountain. Swamp becomes forest.
845	s	Cast on town or colony. Dispels all spells on structure except Colony. (This does not destroy colonies.) Structure cannot be targeted by structure spells.
846	s	Cast on friendly town or colony. After all combat, each recruit in structure gets -2 maximum hit points, or Sublimity is dispelled if structure is unoccupied. For each affected recruit, structure generates +1 primary mana next turn.
847	s	Cast on archer. Archer gets +2 missile damage and +1 level, and ignores opponent's armor.
848	s	Cast on town or colony. Non-structure squares in the 3x3 diamond centered on structure get Glen of Peace (square cannot be targeted by summoning spells, monsters cannot enter square).
849	s	Cast on globe. For every new recruit created by any other spell or effect, one Vision archer is also created in the new recruit's group. (For recruits created by training, the Vision archer is created before movement.) Duration: Through turn of casting +2.
850	s	H:4 A:4 HP:7 L:2 Cast on friendly, unoccupied town or colony. Structure is replaced by Zana's Champion, a Vision swordsman. Zana's Champion counts as a structure for Initiative purposes. Champion's group and its members cannot be targeted by any group spells or individual spells. Only one in play at a time.
851	s	Cast on globe. On expiration, all novices are eliminated. Duration: Through turn of casting +1.
852	s	Cast on globe. Every monster group on the board gets Exiled. (Monster group leaves player control. If mobile, group moves toward the edge of board. At start of turn, if group is in an edge square, group is removed from the game. This does not trigger any death effects.)
853	s	Cast on group. The next spell cast on target group, or on any member of group, is squandered, and Gilt is dispelled.
854	s	Cast on globe. The next spell cast by any player cannot be cast again for the rest of the game. Only one in play at a time.
855	s	Cast on globe. Neither player draws cards. Duration: Through turn of casting +2.
856	s	H:2 A:1 HP:9 L:1 Cast on friendly recruit (even in group that cannot add recruits). Recruit is replaced by Jade Gargoyle, a Gargoyle swords- man. (This does not trigger any death effects.) Cannot be targeted by individual spells. When any indi- vidual spell is cast on a member of group, and does not cause member to leave the group, a copy of that spell is cast on Jade Gargoyle (as if cast by Jade Gargoyle's owner).
857	s	Cast on friendly town or colony. Group in structure, and its members, cannot be targeted by group spells or individual spells.
858	s	Cast on square. Non-structure squares in the 3x3 diamond centered on target square cannot be targeted by any spells. Duration: Through turn of casting +5.
859	s	Cast on recruit. Neither player may cast any globe spells. (This squanders all subsequent globe spells cast this turn.) Globe becomes Orrery. Only one in play at a time.
860	s	Cast on globe. On turn of casting +1, neither player may cast any spell that contains the player's secondary mana in its cost. Duration: Through turn of casting +1.
861	s	Cast on globe. Before movement, any card that caster discarded into the whirlpool this turn is returned to the bottom of caster's deck. (This does not save any cards that were discarded by other effects.) Whirlpool becomes The Well. Duration: Through turn of casting +5. Only one per player at a time.
862	s	Cast on group. Group and its members cannot be targeted by any group spells or individual spells. Duration: Through turn of casting +1.
863	s	Cast on town or colony. Colony becomes town. Every recruit created in structure gets Grace of Auberol (+4 maximum and current hit points).
864	s	Cast on recruit group with archers. Archers in group get +1 missile damage against swordsmen.
865	s	Cast on town or colony. Every recruit created in structure gets Greymantle (recruit is concealed; concealed minions cannot be targeted by enemy individual spells). Duration: Through turn of casting +4.
866	s	Cast on globe. Every recruit on the board gets Drop of Elixir Vitae (+6 maximum hit points). (Recruits that are off the board are not affected.)
867	s	Cast on swordsman. Swordsman changes into an Elf. Swordsman's attacks now deal points of healing instead of points of damage (after checking armor normally). Archers prefer to shoot minions without Fae Gift.
868	s	Cast on square. On turn of casting only, all minions in the four adjacent squares are fully healed. Square cannot be entered. Duration: Through turn of casting +1.
869	s	Cast on globe. Neither player may cast any group spells. (This squanders all subsequent group spells cast this turn.) Duration: Through turn of casting +2.
870	s	Cast on friendly recruit group. Group's movement orders are cancelled. During movement, group moves one square diagonally toward opponent's edge of the board.
871	s	Cast on non-friendly group. Group cannot be targeted by group spells.
872	s	Cast on recruit. Recruit no longer attacks, and no longer deals hand or missile damage. At start of each combat round, the most damaged other recruit in Vivant's group heals 3 hit points. At start of turn, all members of group are fully healed.
873	s	Cast on square. When recruit group enters square, all minions on the board are fully healed, and Wellspring is dispelled. (Minions that are off the board are not affected.)
874	s	Cast on archer. Archer gets +1 missile damage. Archers in its group (including itself) get +1 missile damage in combat round 1 only.
875	s	Cast on town or colony. Structure cannot be targeted by structure spells.
876	s	H:10 A:1 HP:40 L:1 Nomadic, Mountainwalk. Neutral. Cast on mountain. Square becomes barren land. Juggernaut cannot be targeted by Unmaking spells. When Juggernaut moves, its new square has all spells dispelled, and becomes barren land. ("Moves" effects happen before any "enters square" effects.)
877	s	Cast on group. Members of group with only missile attacks, or both missile and hand attacks, do not attack in odd-numbered combat rounds.  Members of group with only hand attacks do not attack in even-numbered combat rounds. Dispelled at end of next combat.
878	s	Cast on friendly recruit. Recruit, and the enemy minion with highest hand or missile damage, do not attack, nor deal hand or missile damage. Dispelled at end of next combat.
879	s	Cast on town or colony. Every archer created in structure gets Dwarven Arrows (archer ignores opponent's armor).
880	s	Cast on square. On turn of casting +2, Minefield becomes active. Thereafter, when group enters square, or at start of turn if group occupies square, each member of group takes two to six (1d5+1) hit points of damage, and Minefield is dispelled.
881	s	Cast on mountain. Recruits get +1 level while in square.
882	s	Cast on square adjacent to friendly town or colony. At start of turn, if square is empty or contains friendly Combustioneers, one Combustioneer (M:2 A:0 HP:2 L:1 When killed, killer takes 2 damage) is created in square. Duration: M turns. Revolver (Casting cost M revolves from 1 to 10, starting at 1 and increasing by 1 mana per turn, restarting at 1 when it reaches 10, until cast).
883	s	Cast on group adjacent to friendly town or colony. A random member of group dies.
884	s	Cast on swordsman. Swordsman gets +N hand damage, where N is swordsman's hand damage when Warhammer enters play. Swordsman does not attack in odd-numbered combat rounds.
885	s	Cast on town or colony. Before movement, if any novices were trained in structure that turn, a random summoning spell is added to the top of structure owner's deck, with normal house and mana types. Duration: Through turn of casting +5.
886	s	Cast on globe. When any monster is created, monster's group disappears until Awaiting expires. (Groups reappear at start of turn if their square is unoccupied, or on the earliest turn thereafter.) Duration: Through turn of casting +3.
887	s	Cast on friendly recruit in group that can add new recruits. Recruit exchanges places with a random recruit from a non-friendly group that can add new recruits. (Each recruit leaves its group, has all group spells dispelled, then joins the other recruit's group.)
888	s	Cast on globe. Tells caster her opponent's current mana generation.
889	s	Cast on swordsman. When swordsman damages an opponent, opponent does not attack in the next combat round.
890	s	Cast on group with archers. At start of combat, each archer in group inflicts 2 hit points of magical damage on random opposing minions. (Magical damage ignores armor, immunities, and spells.)
891	s	M:5 A:0 HP:7 L:2 Neutral. Cast on globe. Created in a random square. Narh'u'ha is a Djinn archer with Djinni Bow, Kumatru Archer, and Mirrored Armor. Cannot join groups or add recruits. Any individual spell targeted on Narh'u'ha is squandered, and a random spell of same total cost is added to the top of caster's deck, altered to caster's house and mana types. Only one in play at a time.
892	s	Cast on square. At start of turn, group in square has all spells dispelled. When group enters square, group has all spells dispelled. Duration: Through turn of casting +2.
893	s	Cast on friendly town or colony. On each turn thereafter, before move- ment: (i) if any novices were trained in target structure that turn, Telepor- tation is dispelled; (ii) otherwise, for all new recruits created that turn in other friendly towns and colonies, and which remain in their groups, those recruits' groups are teleported to target structure. Dispelled if captured. Only one per player at a time.
894	s	Cast on globe. Caster's primary and secondary mana totals are reversed next turn.
895	s	Cast on town (not colony). For every novice in structure, structure generates +1 of its selected mana type. Before movement, if any novices were trained in structure that turn, Usam University is dispelled. Dispelled if captured.
896	s	Cast on globe. Dispels all spells on globe.
897	s	Cast on minion, even if it is concealed. Minion takes 2*M points of damage. Revolver (Casting cost M revolves from 1 to 10, starting at 1 and increasing by 1 mana per turn, restarting at 1 when it reaches 10, until cast).
898	s	Cast on archer. Archer gets +1 missile damage, and cannot be targeted by individual Abomination or Mind spells. If archer's group is in forest, Druid generates +1 World for group owner each turn.
899	s	Cast on square. Target square becomes barren land. Colonies in the four adjacent squares are destroyed. Each minion in the four adjacent squares takes zero to four (1d5-1) hit points of damage.
900	s	Cast on group with archers. Archers in group get +1 attack rate in combat round 1 only.
901	s	Cast on globe. All groups move twice this turn in their direction of travel.
902	s	H:1 A:1 HP:1(x3) L:1 Nomadic. Neutral. Creates three Icecaps. When Icecaps' group dies, group's square becomes ice. Icecaps attack all groups, even if friendly. (When group enters ice, group slides in its direction of travel to the first non-ice square, or the first square that blocks movement. Flight does not prevent sliding.)
903	s	Cast on square. Dispels all square spells in the 3x3 diamond centered on square. (This does not change terrain or destroy colonies.)
904	s	Cast on archer. Archer gets +4 missile damage in combat round 1 only.
905	s	H:3 A:1 HP:12(x3) L:1 Nomadic. Cast on forest. Creates 3 Uprooted Tree Men. Target square then becomes barren land. When Uprooted group dies, group's square becomes forest.
906	s	Cast on forest. Square and its occupants cannot be targeted by any spells. Duration: Through turn of casting +1.
907	s	Cast on recruit. Recruit takes N hit points of damage, where N is recruit's armor.
908	s	Cast on monster group. Monster group is replaced by an equal number of neutral Misfits of random class. (This does not trigger any death effects.) All members of the new recruit group get -1 level. (Neutral groups move last, attack all other groups, and have "half- initiative" in combat. Neutral recruit groups cannot enter structures.)
909	s	Cast on recruit. At start of turn, recruit takes 1 hit point of damage. When recruit is dying, recruit returns to life, is fully healed, has all individual spells dispelled (including Ergotism), and changes into a Misfit.
910	s	Cast on group. Group gets M total Chaos Features, assigned randomly. (A recruit who gets 3 or more Chaos Features changes into a Misfit.) Revolver (Casting cost M revolves from 1 to 10, starting at 1 and increasing by 1 mana per turn, restarting at 1 when it reaches 10, until cast).
911	s	H:0 A:1 HP:9 L:1 Cast on recruit group. Creates a Misfit swordsman. Group cannot add any new recruits. At start of turn, a random other recruit in group gets Chaos Feature. Duration: Through turn of casting +N, where N is the number of recruits in group when Hollow Jester enters play. On expiration, Hollow Jester is removed from the game. (This does not trigger any death effects.)
912	s	Cast on globe. Each monster group on the board is replaced by a new minion group from a random summoning spell that can be targeted on squares. (This does not trigger any death effects.) A monster group that cannot be replaced is removed from the game instead. (Monster groups that are off the board are not affected.)
913	s	Cast on friendly town or colony. On expiration, structure is destroyed, and square becomes Void. (Void removes group from the game when Void is created, when group enters square, after start of turn, before movement, and before combat. (This does not trigger any death effects.) Void does not block movement.) Duration: Through turn of casting +2.
914	s	Cast on recruit. Recruit absorbs all armor from its group. (Every other recruit gets -A armor, where A is its armor when Magnetic Accrual enters play. Target recruit gets +N armor, where N is the sum of all A's. These stat changes cannot be dispelled.)
915	s	Cast on recruit group. Creates one or two recruits of random nation and class, or one or two recruits in group dies.
916	s	Cast on non-neutral town or colony. When structure creates any novices, those novices are eliminated. At start of turn, two swordsmen of random nations are created, and get Runt (-1 hand damage, -2 maximum hit points). Group in structure cannot be targeted by group spells. Duration: Through turn of casting +3.
917	s	Cast on town or colony. Recruits get -1 armor while in structure. Dispelled at end of next combat or if structure is captured.
918	s	Cast on friendly recruit group. All damaged members of group are fully healed, and get -1 maximum hit point.
919	s	H:2(x2) A:0 HP:12 L:1 Firewalk. Two attacks. Cast on globe. Creates Firewyrm off the board. Before combat, it appears in lava or barren land adjacent to a non-friendly group, and its square becomes lava. After all combat, it disappears again. Dispelled when killed. May be cast more than once. (Lava causes 3 hit points of damage after start of turn unless group has Firewalk.)
920	s	Cast on archer. Archer gets +1 missile damage, or +4 missile damage against groups in a structure or forest. When archer hits opponent in forest, after all combat, opponent's square becomes barren land.
921	s	Cast on globe. All minions are concealed from both players. (Minions concealed from both players cannot be targeted by individual spells.) Duration: Through turn of casting +2.
922	s	Cast on friendly recruit. Recruit dies.
923	s	Cast on swordsman in group of one. Swordsman gets +3 hand damage, +1 armor, and +6 maximum and current hit points. Swordsman cannot join groups, add new recruits, or be targeted by friendly individual spells. Swordsman's group cannot be targeted by friendly group spells.
924	s	Cast on archer. Archer gets +1 attack rate, +1 missile damage, and +4 maximum and current hit points.
925	s	Cast on square. Archers get +1 armor while in square.
926	s	Cast on swordsman. When swordsman hits an opponent, opponent is killed, and Shattering Blow becomes Shattered Sword (-1 hand damage).
927	s	Cast on swordsman. Swordsman gets +N levels, where N is its current armor. Swordsman is then set to 0 armor, and cannot gain armor. (These stat changes cannot be dispelled.)
928	s	Cast on recruit group. At end of combat, if group survives and opposing group died, triumphant music is played.

801	f	"Blood boiling in rage" is not merely a figure of speech among Imps.
802	f	The foulest Imp recipes describe not how the meat is prepared, but the victim's state of mind as he is consumed -- which requires a meal both sentient and conscious. 'Incensed, unfettered' is a most potent brew, in which energy is released and reharnessed, 'from one belly to another'. -- Al-Talataa Umunayyil, Tan'u'zhadhi Academy
803	f	It is a pastime among Imps to give counsel that strengthens the client's resolve, deepens emotional attachments, rebuts by insult rather than insight, and advocates dominance over compromise. Supplicants are pleased to hear such flattering words, and the outcome amuses the Imp.
804	f	"Toebreak devised this strategem, to replenish expenditures of energy by redistributing, ha, weight! And the first short stick he drew himself. Huzzah!" -- Gash Tic, Imp troubadour
805	f	Tell a fib, touch my rib<br>Tell a lie, touch my eye<br>Break your word, catch a bird<br>Break a treaty, touch the sky<br> -- Imp ritual chant
806	f	Imps are quite willing to die so long as they do not die alone. This makes them exceptionally dangerous when cornered. -- Ngozi, The Book of War
807	f	"Imps' bodies secrete certain salts and noxious compounds that interfere with healing. They must be kept far away from open wounds." -- Journal of Lienna: Volume VII
808	f	Tuition -- Arm and leg<br>Benefit -- No crowd too tough<br> -- Kolekh's Body Art
809	f	'Ask me not how quickly I'll sip,' whispered the voice from the other side of the portal. 'Ask yourself how much you can thresh.' -- Padrek-Dar, Observations on the Greater Rituals of Strife
810	f	"One dreamt of wings, the other of hands -- yet what mind can wield both? And so their abominable offspring go mad. O, be careful what you wish for aloud -- an Imp might grant it!" -- Nettlebeard's Lament
811	f	Cyclops children at play throw enormous rocks, competing by weight and distance. As they mature, they learn to impart spin, and throw for accuracy. Many hunters carry carefully polished stones larger than two fists, or knee-high pieces of heavy wood, shaped into wings.
812	f	Brother Wolf, walking alone, adopts us as his pack. Sing with him, hunt with him, share food and shelter with him, and he will walk before you. -- Cyclops oral tradition
813	f	Shamen venture into forests to harvest herbs, molds, and exotic fauna. Predators that live in the canopies of the trees pose little danger if properly handled, and the larger ones can even be trained to respond to rewards of food.
814	f
815	f	The lion is native to the grasslands of the Eastern Continent, where it preys on migrating herds of large game. Nomads call it Voda Lea, Grandfather Hunting-Tribe, and those who claim it as their totem fear no lesser beast. -- Uyden's Handbook
816	f
817	f
818	f
819	f	I look north, and I see no sheets or crystals of water on the ground. I see Keepers, with skin black like obsidian, not gray, ears erect and pointed! I see tribes, with Great Ones like me, their faces streaked with woad! Their limbs bare to the sky, without fur! -- Kisa Who Sees, in the story circle
820	f	He is Xa Cessao, walking in mystery. He leaves his Ge, his sight, in the Cessao. He is Xa Macao, walking in the world. He is Ge Cessao, seeing in mystery. No enemy hides from his Ge, no weakness turns from his Ge, no distance dulls his Ge. -- Cyclops oral tradition
821	f	The heat of this dry land may kill the flesh once. Fortunate, then, that our mounts no longer feel it. -- Diary of Sharul-Nar
822	f	To arms! To arms! Your duty is not done this day!
823	f
824	f	"Mere miles behind us lay the desert. Yet the town ahead spoke of true desolation. We entered near dusk, but were met only with hollow wind and broken homes. No evidence of inhabitants could be found - no foodstuffs, no clothing, no graves. It was as if there had never been anyone there at all." -- Journal of Lienna: Volume XI
825	f	This hot, dry wind blows from the desert to the sea for days at a time, and gathers such dust that the sun is obscured in haze. Keeper legions walk in time with the swirling sand, so that distant observers cannot tell which is which.
826	f	Thr'zzan is the eleventh category of existence: Being mortal and dying, by starvation, suffocation, or loss of fluids, due to having been buried, embalmed, or impaled, with ceremonial honors, particularly if unwilling. Keepers may earn this privilege through noble rank or great deeds, while the rich simply buy it; the poor can only hope to win it in a lottery.
827	f	Keepers are widely rumored to control the sands themselves, which they allow, as it strengthens their position. The truth is simpler: They minimize risk through diligent study of the seasons and the winds; and when this fails them, they go quietly, which others mistake for a lack of casualties.
828	f	In the moment that a conscious soul draws back the curtain between worlds and plunges into the dark abyss, its body, crude broken ship of its voyage above, may be physically thrust after it into the Lower Realms. This interloper is soon sent back, its owner forced to pilot it anew; it reawakens with the keenest disappointment, and a hollow chuckle in its ears.
829	f	The Gleaning is a sacred task in which Keepers scour a battlefield and grant proper burials to all who fell, for persons of all nations, if so tended, may yet meet the Silent Fathers. Those fallen who might have survived are most revered, and are buried alive with ceremonial honors -- and such encouragement as is necessary.
830	f	Recent advances in plagues of mass dispersal have led to a popular shift in interpreting the ancient Keeper Code. A silent majority now believe The Withering fulfills a key requirement for Thr'zzan, that the body fails while the mind remains whole, so that its victims can still realize Mystery.
831	f
832	f
833	f	Even the land itself can know Despair. When the Shadows pour over the terrain, they leave nothing but sorrow in their wake.
834	f
835	f
836	f
837	f
838	f	To Shadows, the obstacles of the physical world are insignificant. They penetrate stone and wood as easily as their cursed whispers pierce your skull.
839	f
840	f	The Shadow is expert in finding the fond memories, self-indulgent whimsies, little boasts and longings that accrue to the brains of mortals in this imperfect, restless, too-bright life, and crushing them to ash and silence  -- The Dead Letter of the Keeper Zaduth-Jar
841	f
842	f	Followers of Hope feel the pain of others.
843	f	Hope can move you, sometimes in a literal sense.
844	f	Where the ground is poisonous, let it be simple. Where dust lies, let grasses grow. Where marshes reign, let lush forest live.
845	f
846	f
847	f	The Quivers Deva made were things of beauty and awe, filled with the essence of Hope itself. Arrows steeped in their light pierce any darkness of soul and strip away all doubt.
848	f
849	f	Those who flock to the cause, Hope calls volunteers. But the Shadows claim they are forced and have no free will.
850	f	Rarely, a town can be completely united in their commitment to Hope. Such a beacon has been known to garner Zana's attention, and results in the creation of a Champion.
851	f
852	f	Be it by flood or fire, sword or shaft, all that flies, crawls, walks or swims shall henceforth be banished to the edges of the abyss.
853	f	Gifts from above can be both blessings and curses. At times one must be protected from both and let truth be the guide. -- Sayings of Pantogar
854	f	It is always the best policy to speak the truth, for in these times you may do so only once.
855	f	As the enemy draws blissfully from the Well, so do we dam the waters from which it is fed.
856	f
857	f	The world of trade is reminiscent of a wonderland: everything seemingly is, yet apparently isn't, simultaneously. It is a world in which the law is so vague that there is no way of knowing if its a good deal, or a good death.
858	f
859	f
860	f	"Truly variety is the spice of life, but those damn Gargoyles can have such a one-track mind sometimes." -- Dinous, Satyr wine merchant
861	f
862	f	Adriel ventured into the world with her followers, but was not rash enough to be a target.
863	f	After defeating Bes-Kandra, Lord Auberol made a rare sojourn from the Court to the small colonies that had supported the war, and granted them full autonomy from the affairs of the Court.
864	f	"Fire at Will!"
865	f	"When conducting secret affairs, one needs to be unseen." -- Theriel of Caenedor's suspicious comments to Auberol
866	f	This elixir is said to be distilled from Life itself. Its power is so great that a single drop is all that is needed.
867	f	When the Fae leave the Court, they remain true to their beliefs and inflict healing on others.
868	f	"The dance gives to the joy of life, but the grounds we dance upon are hallowed for that day." -- MiKayla Serena, daughter of Auberol
869	f
870	f	"Astride my steed, I had little to fear. Though I will pass from the forest, my steed will live on as long as the forests remain, and will help when needed." -- Journal of Lienna: Volume XIII
871	f	May the shiny hag from the hated Court be tormented forever! Her malignant bewitchment has left us open to the ravages of the desert. Our honor in the face of the Silent Fathers has been lost!
872	f	To heal is the way of the Elves that venture from the Court. Gladly are their gifts accepted, even in battle.
873	f
874	f
875	f
876	f	 We made them to be a vanguard for our armies, and crafted them to sustain their own energies from their harvest. But you don't win a war just by cutting down some trees! And then they began to outlive their crews  -- Imre, Dwarven royal engineer, to Keb, historian
877	f
878	f
879	f	It is said that Ogi's daughter Arrabel protects the Fletcher's Guild, and that her abilities hail as much from her absent mother as her King-making father.
880	f
881	f	Since our banishment from the plains, the mountains have become our place of refuge. - King Beobogh, in the final year of his reign
882	f
883	f	These siege engines convert the pull of gravity to drive their arms forward, heaving massive stones at city walls. Yet Dwarves will build these inside their own walls, facing outward. And theirs are larger than yours, because they do not need to move.
884	f
885	f
886	f
887	f
888	f
889	f
890	f
891	f
892	f
893	f
894	f
895	f
896	f	"Goldleaf's treachery, however vile, shall not mark the fall of Nature! Come, loyal nymphs and playful dryads! Come, towering folk of the woods and courageous dwellers of the forest! Flourish throughout the land and restore this vile, sad world to her previous glory!" -- Acornbelly, to the denizens of Nature
897	f
898	f
899	f
900	f
901	f
902	f
903	f
904	f
905	f
906	f
907	f
908	f	The Great Wasting still has its effects today. Centuries later it can still be found to create new Misfits.
909	f
910	f
911	f
912	f
913	f
914	f
915	f
916	f
917	f	Within the waste, many things rust, and armor is affected. A wise warrior brings a good supply of towels.
918	f
919	f
920	f
921	f
922	f
923	f
924	f
925	f
926	f
927	f
928	f	"Sound the Drums of War after battle. They represent our hearts which will beat proudly for one more day. Sound the Drums of War after battle. They remind us of the hearts of our fallen comrades, which lie still now and forever. Sound the Drums of War after battle. We shall fight again." -- Human soldiers' chant

805	m	Nomadic, Flight, Moves 2.
810	m	Nomadic, Flight. Withdraws at the start of combat round 3. At end of combat, if both groups are still alive, enemy group is carried to a random adjacent unoccupied non-structure square, and Winged Monkeys are removed from the game. (This does not trigger any death effects.)
813	m	Before combat, Brown Striders appear in forest adjacent to a non-friendly recruit group. After all combat, they disappear again. Withdraws at the start of combat round 3. Brown Striders' hits give Strider's Venom (-1 hand damage, cumulative). Dispelled when killed.
836	m	Territorial, Flight. At start of combat, casts Frostbite (-3 maximum hit points, +1 maximum hit points per turn for 3 turns) on opposing group. When Frost Dragon damages an opponent, opponent does not attack in the next combat round.
876	m	Nomadic, Mountainwalk. Neutral. Cannot be targeted by Unmaking spells. When Juggernaut moves, its new square has all spells dispelled, and becomes barren land. ("Moves" effects happen before any "enters square" effects.)
902	m	Nomadic. Neutral. When Icecaps' group dies, group's square becomes ice. Icecaps attack all groups, even if friendly. (When group enters ice, group slides in its direction of travel to the first non-ice square, or the first square that blocks movement. A sliding group ignores other groups in all squares except the last square, and all spells in squares except the first ice square and the last square. Flight does not prevent sliding.)
905	m	Nomadic. When Uprooted group dies, group's square becomes forest.
919	m	Firewalk. Two attacks. Before combat, Firewyrm appears in lava or barren land adjacent to a non-friendly group, and its square becomes lava. After all combat, it disappears again. Dispelled when killed.

813	n	Strider's Venom
813	h	Minion gets -1 hand damage, cumulative, for having been bitten by a Brown Strider.

819	n	Vision Quest
819	h	Recruit gets +2 levels because it completed a Vision Quest.

823	n	Drought Effect
823	h	At start of turn, square's terrain changes sequentially, from water to swamp to plains to barren land to desert. (Dispelled at end of sequence, or if terrain changes from this sequence. Has no effect on squares with other terrain types.)

841	n	Emancipated
841	h	Monster group becomes neutral (but keeps previous control by computer or player). (Neutral groups move last, attack all other groups, and have "half-initiative" in combat.)

848	n	Glen of Peace
848	h	Square cannot be targeted by summoning spells. Monsters cannot enter square.

852	n	Exiled
852	h	Monster group leaves player control. If mobile, group moves toward the edge of board. At start of turn, if group is in an edge square, group is removed from the game. (This does not trigger any death effects.)

858	n	Rule of Law
858	h	Square cannot be targeted by any spells. Duration: Through turn of casting +5.

863	n	Grace of Auberol
863	h	Recruit gets +4 maximum and current hit points because it was created in a structure with Auberol's Grace.

865	n	Greymantle
865	h	Recruit is concealed because it was created in a structure with Clandestine. (Concealed minions cannot be targeted by enemy individual spells.)

866	n	Drop of Elixir Vitae
866	h	Recruit gets +6 maximum hit points.

879	n	Dwarven Arrows
879	h	Archer ignores opponent's armor because it was created in a structure with Master Fletcher.

916	n	Runt
916	h	Swordsman gets -1 hand damage and -2 maximum hit points because it was created in a structure with Runts.

812	m	Brother Wolf is a swordsman. Other members of his group no longer attack. When any other member of his group is hit (after checking armor), Wolf receives an equal amount of magical damage, and the member who was hit receives no damage. When Wolf dies, his group withdraws, ending combat. Only one in a group.
850	m	Zana's Champion is a swordsman. Zana's Champion counts as a structure for Initiative purposes. Champion's group and its members cannot be targeted by any group spells or individual spells. Only one in play at a time.
856	m	Jade Gargoyle is a swordsman. Jade Gargoyle cannot be targeted by individual spells. When any individual spell is cast on a member of group, and does not cause member to leave the group, a copy of that spell is cast on Jade Gargoyle (as if cast by Jade Gargoyle's owner).
891	m	Narh'u'ha is a neutral archer. Cannot join groups or add recruits. Any individual spell targeted on Narh'u'ha is squandered, and a random spell of same total mana cost is added to the top of caster's deck, altered to caster's house and mana types. Only one in play at a time.
911	m	Hollow Jester is a swordsman. Group cannot add any new recruits. At start of turn, a random other recruit in group gets Chaos Feature. On expiration, Hollow Jester is removed from the game. (This does not trigger any death effects.)
