The spirits populating your kingdom are divided into classes, or colors, based upon the terrain type from which the spirit comes.
Each class of spirit has an associated terrain type, color and
unifying traits and characteristics.
A complete understanding of the nature and capabilities of each spirit can require years of study. As new spirits
migrate to your kingdom, and the spirit population of Valhalla grows and expands, the exact
capabilities, limitations and strengths of each spirit class and homeland reveal
themselves to be illusive and evolving in nature.
The ever-changing nature of Valhalla requires an adaptive approach to both playing style and strategy.
The definitions below are designed to provide some initial guidelines to aid you
in the study of spirits from the various homelands.
It is important to know the nature of the homelands when choosing which spirits you wish to use in dungeon.
The better you understand the strengths and weaknesses of the homelands, the more effective you will be in creating dungeon definitions that will lead to victory.
It is equally important to study the nature of opposing spirits in order to plan adequate defenses
against the diverse range of opponents you will face on the field of battle.
Wetlands
From the depths of the oceans,
the murky waters of the rivers and crystalline clarity of mountain lakes, the minions of
the Wetlands are ruled by Neptune's Trident and the vast power of Poseidon's stare.
Woodlands
Wildlife and nature are the
dominant themes of the Woodlands. Don't be surprised, however, to find the cast of
animals, fairies and sprites accompanied by storied characters who made the wooded lands
their sanctuary.
Darklands
The Netherlands represent the
world of the undead and the unholy. Populated by a vast range of spirits, united in
their basic foreboding nature and supernatural, this is not a spirit class to be mastered
by the faint of heart.
From the bloody
reign of Vlad the Impaler to the creatures drawn from the nightmares of the ages, the
black class of spirits drawn on the dark powers of the underworld.
Flatlands
Ruled by the iron rule and
military power of the great Caesars, the Flatlands attract spirits of (transmission garbled)...
Highlands
Drawn by the legendary power
residing atop the ancient Mt. Olympus, the Highlands represent a class of great power and
characters mythical in nature and storied through the corridors of time.
Drylands
The scorching sun and arid heat
of the Drylands can (transmission garbled)...
Cursed Lands
There are locations on some
maps that are off limits to all spirits. These cursed lands can not be occupied or
used by either player. A terrain location that has been cursed by a spell, it can be
restored by having that spell removed. If, however, the terrain was cursed in the initial
map definition, it will remain off limits during the current game. (If a piece of
terrain is cursed by a spell during a game, any spirit occupying that location at the time
is automatically destroyed; unless, of course, it has the ability to be resurrected.)