An alliance, not a state
The League is not one country under one boss. It is a treaty between three very different peoples. Kanians, Gibberlings and Elves live by their own laws, argue among themselves and are perfectly capable of disliking one another, yet they stand shoulder to shoulder against a common enemy. The capital of the alliance is Novograd, and the whole thing rests on Great Mage Aidenus: he is the one who in Game of Gods opens the road to Ascension for League heroes, while the gods get ready for their decisive clash.
If the Empire is discipline and production, the League is faith, tradition and high magic. Nobody here builds factories to win a war. Kanians would rather live in villages among meadows and birch groves, Elves put up whatever is beautiful, and Gibberlings do not treat any allod as a permanent home. The one thing they share is the conviction that a person — or an Elf, or a furry set of triplets — decides how to live, and that nobody has the right to decide it for them. Which is why Xadagan is not merely an opponent to the League but a threat to the way it lives.
Visually that means wood and stone instead of steel: pale armour, stained glass, sailing ships. To play the League is to play the side that defends and believes it is in the right.
Kania — the League’s mainstay
Kanians and Xadaganians are the same people, humans; the split between them happened so long ago and turned so vicious that the rest of Sarnaut has long since counted them as separate races, and both sides are quite happy with that. Kanians are tall, well-built and fair-haired, they like open country and physical work, and for them order rests on faith: the Church of Light counts for more in Kania than any chancery.
In game, Kania is the League’s most versatile race, with seven of the nine archetypes open to it:
- Champion — Warrior; melee and the tank job.
- Crusader — Paladin; plate, shield and group protection.
- Ranger — Scout; damage at range.
- Cleric — Healer; the League’s main healer.
- Druid — Warden; nature magic that heals and hits in equal measure.
- Magician — Mage; pure ranged spell damage.
- Skald — Bard.
Kanians get no Summoner and no Psionicist: digging around in other people’s deaths and other people’s minds is not held in high regard here. Everything else is available, which makes Kania the best pick if you have not decided what job you want in a group and do not fancy starting over later.
Elves — beauty and high magic
The first sentient race in the world, around long before humans and Orcs. Golden-eyed, winged and haughty: they get called hedonists, schemers and snobs, and much of that is fair. To an Elf, beauty is not decoration but the measure of everything — of an act, an object, a philosophy. Behind the elegant manners sits an ancient school of magic that only the Arisen seriously compete with.
Six archetypes are open to an Elf, and all of them are about magic one way or another:
- Templar — Paladin; the only Elf tank.
- Priest — Healer; healing.
- Archmage — Mage; damage at range.
- Demonologist — Summoner; summoned minions.
- Oracle — Psionicist; control and support.
- Minstrel — Bard.
Elves have no Warrior and no Scout — blunt steel and hunting from the bushes are not their road. On the other hand, only the Elves gather high magic, summoning and mind magic under one banner: if you would rather play spells than weapons, the choice makes itself.
Gibberlings — three in one character
The thing to know about this race before you make a character: a Gibberling is not one hero but three. Triplets are the norm for these people, and a mere pair of twins is cause for grief; three brothers or sisters are called a Sprout, and a mystical bond holds between them. The whole trio runs around the screen and the whole trio fights, while the game still treats them as a single character — the Gibberling Warrior simply goes by the name Brawler.
Gibberlings come from the northern island of Isa, which they lost; ever since they have been sailors, scouts and permanent travellers, and it was the secret of moving through the Astral, handed to their allies, that bought them their place in the League. Cheerful, curious, superstitious to the point of a whole fine-grained system of omens — and remarkably stubborn with it.
They get four archetypes:
- Brawler — Warrior.
- Trickster — Scout.
- Animist — Warden, not a Healer; people mix this one up constantly.
- Seer — Psionicist.
Gibberlings have no Bard. The choice of roles is narrow but distinctive: a tank, ranged damage, a hybrid healer and a support controller.
Which to pick
| Race | Archetypes | Suits you if |
|---|
| Kania | 7 | you want a free hand with roles: tank, healer, damage, support |
| Elves | 6 | you want to play magic, from healing through to summoning |
| Gibberlings | 4 | look and presentation matter to you more than a wide choice |
Between the three of them, the League races cover all nine archetypes, as do the three races of the Empire — what differs is how they are spread. Kania alone gets seven of the nine, while inside the League the Summoner is Elf-only and the Warden belongs to Kania and the Gibberlings. But race sets more than your appearance: it sets the list of classes you can play, and you cannot change it afterwards, so decide from the group role backwards. A detailed run through all nine archetypes and what they actually do in a fight is waiting on the classes page.
The Bard separately: in the League it is played by Kanians (Skalds) and Elves (Minstrels); Gibberlings do not have it. It is the youngest archetype in the game — Game of Gods is what brought it in — and it gets a fuller write-up on the classes page.
Picked a side? The next steps are here: how to start playing.
Updated: 08/19/2026