Nations

These are the nations of Empire Forge Conquests. Each player selects a nation to play when he joins the game. Each nation has access to a set of unique units of several types, and also has access to a particular species of dragon. Each nation begins the game with a different magic structure, though any nation can construct any magic structure throughout the game.

Gendanate Empire
Players of the old Empire Forge will recognize this remnant of an ancient human empire. They still struggle to regain their former glory.
Dragon type: red
Starting magic structure: Academy
Racial trait: "Legend of the Empire": On the first processed a turn (ie when orders are submitted the first time), a random unowned area somewhere on the map with no settlement will declare its loyalty to and join the Gendanate Empire, and settle the area with a town.


House Kintressa
The only great house still standing, they also vie to reclaim the greatness of the vanished human empire.
Dragon type: brass
Starting magic structure: Silver Tower
Racial trait: "Royal Lineage": Gold and VP start bonus.


Sasar Nomads
These human nomads clung to survival throughout the last age, and now stand to reach out from the deserts once again.
Dragon type: silver
Starting magic structure: Monastery
Racial trait: "Desert Oasis": On the 5th turn, a random unsettled desert area owned by the Sasar Nomads will become a town.


Free State
Tattered remnants of the lost great houses have formed a new union and are united under a new banner.
Dragon type: white
Starting magic structure: Workshop
Racial trait: "Liberty or Death": Any Free State area that is adjacent to an area owned by a nation the Free State is at war with has a 50% chance to generate a new militia unit each turn.


Wood Elves
The elves kept to the forests and survived, and are once again standing forth to take power.
Dragon type: green
Starting magic structure: Crystal Tower
Racial trait: "Natural Stealth": -1 mp cost to cloak units spell.


Fae
The Fae have watched their cousins the Elves for long enough. The world was nearly destroyed in the last war while the Fae stood by observing. Largely unscathed by the turmoil of the previous age, the Fae are now a force to be reckoned with.
Dragon type: green
Starting magic structure: Grove
Racial trait: "Forest Affinity": -1 mp cost to grow forest spell.


Hill Trolls
True to their great tenacity, the Hill Trolls simply refused to be wiped out. Their strength is based in the mountains, as before.
Dragon type: black
Starting magic structure: Bone Altar
Racial trait: "Fearless": -1 mp cost to sacrifice spell.


Goblin Dominion
Taking advantage of the freedom allowed them by the chaos among the other races, a variety of goblins, orcs, and ogre warriors have formed their own kingdom. They are ready to strike out and create a non-human empire.
Dragon type: black
Starting magic structure: Black Tower
Racial trait: "Goblin Taint": All starting settled areas belonging to the Goblins are converted to swamp.


Merfolk
Despite the destruction of many dear islands, the Merfolk remain to battle for control of the sea and land from their new capital.
Dragon type: blue
Starting magic structure: Laboratory
Racial trait: "Essence of Water": Start with free Water Elementals.


Icthyon
Prior to the cataclysm that ended the last age, the Merfolk had attempted to magically create various super-soldier races for their armies. In a sense, they succeeded... but the various half-man half-sea-creature races that arose were unwilling to be the servants of the Merfolk. They have rebelled and formed their own nation. Will they be allies to their former masters, or bitter foes?
Dragon type: blue
Starting magic structure: Summoning Conflux
Racial trait: "Spirit of the Sea": Start with a reef champion unit.


Outsiders
The outsiders are an unknown force from another world. They have declared war on all who they encounter. What abilities and motives they possess are yet to be seen. (This nation is controlled by an AI, and is not playable).

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