

Truthfully, though, Lizardmen must exhibit feral bias to survive, and their nature can be altered by shrewd diplomacy. Sadly, the Keepers share many of these falacies and perpetuate distorted stories to the more gullible races, such as the Halflings. As a result, they are often mistaken for carnivorous, evil brutes. About the Lizardmen: Lizardmen live in a primal realm where lines of razor teeth devour the weak. Despite tireless efforts to reason with the frozen creatures, the cold hearts refuse to give the lizards leave their rightful wetlands. Frostlings cannot be trusted, and must be driven out of the northern swamps. The Frostlings threaten to freeze the lizards.

Further, I see that we have a common enemy. They only ask for a few tracts of land for their loyalty.

Already I have learned more of the lizards and their forces than what is known among the Keepers. She will see it when I bring these Lizardmen to her in the Valley of Storms. You must to destroy all other factions to win, as in the loyalist finales. It is technically possible to fight the Humans instead, but the ending still assumes the intended Human-Highmen victory.Īrguably the most difficult of the starting positions, due to Human cities being rebellious when you conquer them and the lack of Animate Ruins (unless you planned ahead and removed your Life Spheres at character creation). Julia's Keepers will not necessarily be hostile, but since she will not ally the Humans, you will have to destroy her in the end. The Highmen have the easiest of the four starting positions, being allied to the large Human faction at the center of the Valley. Here the player can choose between High Men and Undead.Ĭhoosing the High Men over the Elves in the Keepers campaign also leads to this branch, the narrative doesn't change in any way. This branch begins when the player chooses the Lizardmen rather than the Dwarves. Part 1 is shared with the canonical Keepers campaign. Keeper Renegade Campaign: Halflings - Lizardmen - Highmen/Undead
