Hmm lets see
Unit Abilities:
Unshakeable - Units shrugs off the first spell cast at it to no effect
True Blow - The units first hit does maximum damage
Familiar Ground - unit gains bonus move while within kingdoms sphere of influence
Anointed - The unit is blessed and gains a bonus to resist enemy effects
Grim n' Determined - The unit has nothing left to lose and can fight on for a turn after their health is reduced to zero before expiring.
Baleful Aura - The units warriors radiate something unatrual any unit striking them has a chance to be shaken and miss a turn as they cower in fear.
Heralds Call - this ability rallies the troops, making them immune to effects which may penalise them so long as the unit with this ability stands.
Self Sacrifice - the unit can sacrifice itself to totally heal one other unit (not inlcuding the hero or other champions)
Eagles Eye - the unit has a longer range than normal
Hunter - the unit can never lose sight of a concelead unit
Enervating aura - the unit drains health from any unit friendly OR hostile adjacenet to it each turn in order to restore its onw health.
Reputed - all friendly units recieve a bonus to thier attacks. If however the reputed unit dies they recieve a penalty for the remainder of the battle.
Move as One - the unit is highly trained and cohesive to such extent that they reduce all incoming damage proportionally (not including magic)
Faction Abilities:
Enlightened - the peoples of this faction are highly devout and pious people, and as such are enlightened people they recieve a bonus to research civlisations tech but at a penalty to researching military tech.
Mercantile - the faction produce more gildar each turn than usual +10% and begins with the ability to produce caravans
Civilised - All the factions cities are automatically linked by roads where possible.
Maritime - the faction has a strong maritime history and can build shipyards and ships from the start.
Bloodlines - the factiona ruler is fortunate enough to begin with a queen from the start and as such may begin thier dynasty earlier than usual.
Splintered Kingdom - the faction was once under the rule of another existing kingdom, as such it starts AT WAR with that kingdom but also as a result of thier origins may each turn have a small chance f one of that kingdoms units rebelling to thier side. Also any settlements defeated of the parent kingdom/Empire do not require pacifiying before normal rulership/construction can commence.
Person of Note - the faction begins with a random champion
Standing Army - the faction begins with 4 units of infantry.
Wonder of the World - the factions kingdom begins with a scenic view nearby
Armor:
Dragonscale - a shield said to have been forged from the scale of a dragon, not only is it incredibly tough it is said to protect the holder from dragons fire.
Aelfin Leather - an exotic leather armor cured in a far off land, it is light, supple yet incredibly durable.
Weapons:
Dragonsfang - a sword forged from the tooth of a dragon, not only is it incedibly sharp and durable it is said to bite through dragons hide with ease.
Heart of the Oak - a staff cut from the Heart Tree an ancient magical Oak, it is said to grant the wielder power over the earth.
Darkling Blade - a wicked curved blade with a serrated edge it leaves grievious wounds and is often poisoned with feces to ensure infection in thier foes.
Spells:
Dragons Breath - this spell shrouds the lands in a thick and heavy mist known as the breath of the dragon, effectively resotring the fog of war to the entire map, except the cities and the immediate area aroudn them.