Realm of Karguun
A realm of kingdoms, one day at a time.

Request Lands

Request Lands
Petition the Elder Thrones for a province of your own. They will grant you a modest plot of land, a few thousand loyal peasants and a small garrison, and they will choose your kingdom for you.
Your account
The realm is open by invitation only for now.
3 to 16 letters or digits.
At least 8 characters.
Your province
Up to 20 characters. Names of the old world suit the realm best.
More about the races
RaceUnits (attack/defend)Strengths and weaknesses
Human Swordsmen 6/0, Archers 0/5, Knights 4/6 (1,000gc) +25% Maximum Science; -20% Exploration Costs; +30% Military Wages; -1 Mana per Day; -1 Stealth per Day
Elf Rangers 5/0, Archers 0/5, Elf Lords 6/2 (900gc) +2 Mana per Day; -50% Military Wages; -5% Maximum Population; +35% Exploration Costs; Can cast every spell
Dwarf Warriors 5/0, Axemen 0/5, Berserkers 5/5 (1,000gc) +15% Building Efficiency; -50% Construction Time; +20% Income; -20% Magic Effectiveness; +25% Food Eaten
Orc Goblins 5/0, Trolls 0/5, Ogres 7/3 (900gc) +15% Gains on Attacks; -75% Draft Costs; +1 Prisoner Strength; +20% of Own Spells Fail; +15% of Own Thief Operations Fail
Faery Magicians 5/0, Druids 0/5, Beastmasters 3/6 (1,200gc) +50% Magic Effectiveness; +1 Stealth per Day; +15% of Enemy Spells Fail; -10% Thievery Effectiveness
Halfling Spearmen 5/0, Archers 0/5, Half-Giants 5/4 (150gc) -50% Thief Losses; +50% Thievery Effectiveness; -75% Construction Costs; -10% Gains on Attacks
Avian Griffins 5/0, Harpies 0/6, Drakes 6/4 (800gc) +75% Birth Rate; -25% Attack Time; +20% Military Losses in Combat; -10% Building Efficiency; Immune to Fog
Undead Skeletons 5/0, Zombies 0/5, Ghouls 6/2 (1,200gc) +15% Maximum Population; -50% Maximum Science; -40% Thievery Effectiveness; Needs no food; Spreads the Plague; Immune to the Plague
More about the personalities
PersonalityStrengths and weaknessesElite unit
The Merchant +15% Income; Immune to all income penalties Every 20 elites at home fill one job
The Shepherd -30% Training Time; -30% Construction Time; -30% Exploration Time; -30% Research Time; +4 Bushels from Every Acre Every 3 elites at home grow one bushel a day
The Sage -40% Science Costs; Immune to the Plague Every 15 elites at home produce one science point a day
The Rogue +1 Stealth per Day; Every thief operation, including three known only to rogues Every 10 elites at home guard like one thief
The Mystic +20% Rune Production; +100% Guild Effectiveness Every 10 elites at home make one rune a day
The War Hero +50% Bonuses from Honour; +1 General Every 25 elites in battle capture an extra prisoner
The Warrior -50% Mercenary Costs; 1 Mercenary per 4 Loyal Troops Armies with elites gain more; an all-elite army gains up to 15% more
The General +50% Intelligence Effectiveness; Enhanced Conquest attacks at all times Elites die at half the rate of other troops
The Freak Great randomness in every attack Every 5 elites take the room of only 4 peasants
Optional: a friend's code, to join their kingdom instead of being placed at random.
(read the Code)

Only want to play alone? The province fields above are not needed: you found your province when you make your first file.