10.0 The races and type of leaders

10.0 The races and type of leaders

Here are all humanoid races and some special creatures described. The different types of leaders your kingdom can have and the influences they have are also explained.

10.1 Favourite terrain

Every race has one favourite terrain. Orcs like mixed terrain (land), humans like grassland, ducks like water, dwarves like mountains and elves like the forest. If a province is populated by the correct race it gives extra income (See 9.1 The terrains), except for orcs who never like to give anyone extra income.

Armies of different races also fight better in their favourite terrain (See 14.2 War tables).

The races also have various skills in using some technologies. Dwarves make better swords and armours, elves becomes better archers, humans ride better in grasslands, elves better in forest and orcs have less troubles with wargs.

10.2 Ducks

The ducks belongs to an angry, annoying and very greedy species. Their greatest goal in life seems to be to trade every piece of junk they stumble on for another piece of junk. This often makes ducks rich and arrogant, even if they are terrible craftsmen and have a lack of patience. They treat all races alike and always thinks in terms of profit. They quickly forget treasons, especially if they are paid to do it.

The duck armies have small and timorous soldiers which are easy to club down. But they float like cork and dive like seals and are therefore very deadly opponents at sea.

Plague may strike a duck kingdom hard, but they do not receive the same plagues as other humanoids.

Duck towns produce the double amount of gold for each unit of tradegoods (2/6 gold per unit).

Ducks almost never rebel because it is not good for their business.

10.3 Dwarves

Dwarves are tough, patient and stubborn. They can hardly be seen as a friendly and extrovert race and most dwarves are very greedy. You can however always trust a dwarf. They always keep their promises and never forget a wrong. They treat most of the other races alike except for orcs which they see as untrustworthy.

The dwarven soldiers are hard skinned and have a 85 % chance to survive a burn in mountains and 25 % in other cases. Ordinary dwarven population is not that hard, but they still have a 50 % chance to survive in mountains.

Dwarven kingdoms have an efficient administration thanks to their honesty and they pay 3 gold less for administration. Towns populated by dwarves have greater ore production.

Dwarves rebel very often in an orc kingdom, but very seldom in their own kingdom and seldom in other cases.

10.4 Elves

The elves are unique with their long lives, immunity to illness and often harmonic society. Many elves have skills in magic and therefore all elven armies get a 50% chance of stopping a burn in the province they occupy. If there are many elven armies each of them gets a 50 % chance to stop the burn. If there live elves in a province they also have a 25 % chance of stopping the fire. Elven mages fail more seldom with their rituals.

Thanks to the discipline and lack of corruption elven kingdoms have 5 gold less administration costs.

Towns populated by elves produce 33 % plus 1 more spec, but elves do not feel comfortable in towns and the towns give 33 % less gold than other races' towns.

Elf kingdoms ruled by warriors have armies that start with 3 ERF instead of 2. The elven priests fail more seldom with their rituals.

Elves never rebel in their own kingdom and very often in an orc kingdom.

10.5 Humans

The humans are something like a median race. But they have the biggest bodies among the races and are therefore great warriors in open terrain.

All human populated towns gets extra gold for the most uncommon raw material thanks to the fact that they are great generalists.

Humans do not rebel often or seldom but they rebel a little bit more in non-human kingdoms.

10.6 Orcs

Orcs are mean, brutal and vicious. Orc armies are both very cheap and strong.

Plagues often torment orcs, but they have a great resistance towards them.

Orc kingdoms receive 4 gold if they plunder (instead of 3) and orc armies cost 1 gold less than other kingdoms' armies in enemy land.

Orc towns have a town_guard with at least ERF 5. It is also possible to feed an orc town with junk food from forests and land provinces that other races do not eat.

Orcs always rebel in an elven kingdom, pretty often in their own kingdom and often in other cases.

Kingdoms ruled by orcs can much easier colonize unpopulated provinces (Orcs are maybe not great producers, but they do know how to make orcs very well.).

10.7 Creatures

Here are some of the important creatures described. Big flying fire breathing reptiles. Extremely intelligent. Fortunately they are very rare and seldom seen. This social worm that can be up to 5 meters long and builds large tree-like nests. In these nests they grow plants and even trees and supply them with water. The nests are made of something similar to concrete and they can be very high, 100 meter is very common. With some help of humanoids they can build impressive fortresses and even towns. These are great wolves, in the same size as lions. They form packs of up to hundred beasts and hunt everything eatable including humanoids. There are no wild wargs in the southern lands where the first Dunk-campaigns take place, but orcs have them in warg_farms.

10.8 Type of leaders

Your kingdom can be ruled by mages, priests or warriors. This can never be changed and it will greatly affect what you can and can not do.

Regardless of what type of leaders you have, they can develop some sort of technologies (called "soces") sometimes. But they can not use their special skills at the same time.


Mages can perform the order burn. There are also some other rituals that can be developed later in the game.


Priests can heal one of the armies (The one with highest ERF) that died on land belonging to your kingdom (this is done automagical if they have not done something else the same turn). Priests can also develop and use mission and pest.


Kingdoms ruled by warriors automatically place armies with ERF 2 if the leaders are not busy. They can also train their armies more than other kingdoms and have greater chance to discover military_toys and other military technologies.

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