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

Mori Hai

An evolved form of Ork, what they lost of their brute force they gained in cunning, finding new ways to use homes in clever ways. With more citizens at their disposal and a near constant supply of thief plans, the resilient Mori tribe leader is able to quickly order retaliation in various guises.

Racial Abilities

  • Pop boost: 45% homes allowed
  • Homes give thief plans (1 Home = 2/5th Hideouts)
  • 3 months attack time
  • 15% magic immunity

Military Units

Class Off/Def Cost
Basic Gnome 0/0 85 cr
Off Goblin 3/2 275 cr
Def Engineer 0/4 320 cr
Elite Mountain Ogre 4/5 600 cr
Thief Assassin 5/2 600 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
  • 60% gains of self operations
  • Juranimosity does not kill Swift Feathers
  • Cannot give Thieves Trap to alliance members

Military Units

Class Off/Def Cost
Basic Nester 0/0 50 cr
Off Nightclaw 4/0 350 cr
Def Screecher 0/8 1,200 cr
Elite Eagle Owl 5/5 750 cr
Thief Swift Feather 0/5 600 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