All thieves have a bonus of 1 tick shorter thief return time.


Ordinary looking, life is cheap and thieves' dens are two-a-penny in a Brittonian tribe. War is when a Britt really shines, quick wits and even quicker fingers enable them to use skills passed down for generations to stash resources for later use. Up to no good? You bet your life they are!

Racial Abilities

  • Home to Thieves: Homes hold 400 citizens, Hideouts hold 80 citizens
  • Ready to go: +25% starting money

Military Units

Class Off/Def Cost
Basic Thug 0/0 100 cr
Off Highwayman 3/0 450 cr
Def Lawyer 0/4 450 cr
Elite Marauder 2/7 1,225 cr
Thief Rogue 1/0 100 cr


The wise birds of the night. At least they were. The moon temples disturbed their sense of day and night and now they have changed their sleep and hunt schedule.

Racial Abilities

  • 1 month thievery return time
  • Failed black operations return 1 month slower
  • 60% gains of self operations
  • Juranimosity does not kill Swift Feathers

Military Units

Class Off/Def Cost
Basic Nester 0/0 50 cr
Off Nightclaw 4/0 350 cr
Def Screecher 0/6 1,000 cr
Elite Eagle Owl 5/5 850 cr
Thief Swift Feather 0/4 480 cr


All that remains from the cursed souls of the Nazgul, who are now presumed to be extinct. You cannot see or hear a Spirit but their presence becomes known in other ways. Their lack of physical form could be a disability but used correctly, can be positive in many ways.

Racial Abilities

  • Ethereal Form: Vision spell does not work on Spirits. Spirits don't eat
  • From the Shadows: Failed intel operations do not generate tribe news
  • No thief losses from failed operations

Military Units

Class Off/Def Cost
Basic Ghost 0/0 75 cr
Off Phantom 2/0 200 cr
Def Poltergeist 0/7 800 cr
Elite Banshee 6/3 750 cr
Thief Apparition 0/2 200 cr

Wood Elf

With a powerful affinity for nature suffused in a romantic knowledge of the birds and the bees, Wood Elves are the quickest to recover their population in times of crisis. However peace and love do not extend to their enemies, upset a WE to your peril, their magically quick-filling and extra-filled thief hideouts make them a force of nature indeed.

Racial Abilities

  • Quickie: +25% TP regeneration rate
  • Deadly: +25% maximum thief plans
  • +50% damage on Intrigue

Military Units

Class Off/Def Cost
Basic Slinger 0/0 75 cr
Off Woodrider 5/0 600 cr
Def Druid 0/6 600 cr
Elite Tree Ent 0/10 1,450 cr
Thief Grassrunner 0/1 150 cr