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Aggressors are, by nature, the highest damage dealers in the game. Almost without exception, their sole purpose is to cause damage to enemy heroes. Some bring more utility than others to battle, and several have synergies that assist their allies, however the overarching theme for aggressors is to kill enemy heroes.
Whilst there are no hard and fast rules around Warband selection in Judgement, it is only the most experienced of players that venture on Between without 1-2 aggressors in their Warband. Do to be fooled however, because not all aggressors are straight forward to use, and will take some time to master.
Defenders provide an anvil, which can be used to base victory upon. They can hold objectives, block charge lanes, and directly protect allies in their vicinity. Defenders usually have more health than other classes, and their abilities are normally themed around protection and prolonging live.
In saying that, many defenders possess abilities that can disrupt enemies, and do damage. A choice magical artefact can enable some defenders to fill a hybrid role, promoting their support or utility functions.
At an average height of just 4’6”, dwarfs are broader than most other races, particularly for their size. Dwarfs are hard working, generally trustworthy and excellent tradesmen, however despite these attributes their interaction with other races is at times limited. Dwarfs often prefer the wilderness to big cities, which means that their most trusted allies were the minotaurs before the curse took hold of them. A dwarf’s lifespan is slightly longer than humans, with most living longer than 100 cycles, and some up to 150.
The dwarf race grew in prosperity during the 150 cycles after The Gathering. Their natural affinity with metalworking and engineering, combined with their isolation, meant that they were able to make huge advances in these areas. This pushed them far beyond other races, who came to rely on the dwarfs for their weapons and machinery. The dwarfs had been ruled by the same royal family for hundreds of cycles, which gave them a stability and direction that other races could only dream of. However, the ruling king of the time, Dorafrum, became increasingly paranoid and mistrustful of the elves and humans. This led to a protectionist era, which evolved into expansionism over time. Rapid encroachment by the dwarfs on the human and elf lands rang alarm bells, and before long a coalition force between elves and humans formed to slow the advancing dwarf army. The dwarfs were still gaining ascendency until the orcs, who up to this point had kept their distance, joined forces with the coalition to immediately turn things in their favour. Dorafrum was warned by his advisers on several occasions to slow down the expansion of the kingdom, but to no avail. Now, beset on all sides by the combined armies of three races, the dwarfs began to suffer a succession of defeats. Not content with stopping the dwarfs, the coalition continued to drive deep into the dwarf kingdom, bringing it to its knees. To make matters worse, dissent within the kingdom grew to all out rebellion as a break away group of anti-monarchists withdraw their support for the king, thereby sealing their fate.
At the final hour, when the threat of the dwarf kingdom being wiped out completely was at hand, the minotaurs rose to assist their allies and hold the coalition forces at bay until the dwarfs could flee the Athien mainland. Those who remained loyal to the king fled by boat to a chain of islands on the east coast known as The Spray. It would be over 150 cycles (~300 AG) before the dwarf monarchists would return to the mainland of Athien. Those who withdrew their support for the king during the conflict, remained on Athien and assimilated into the human and elf cultures. The two factions remain bitter enemies to this day, and a few centuries of different customs, climates and diet has resulted in distinct differences between the two dwarf factions. Other races refer to them as the “earth dwarfs” and “sea dwarfs”, the latter an apt description of the monarchists who have become legendary seafarers during their time living in the Spray.
The monarchists painstakingly started to rebuild trust with the humans and elves once they returned to the mainland, however even some 250 cycles later (~550 AG), the dwarf kingdom was still a shadow of its former self. The break out of the Athien War (800 AG) presented an opportunity for the sea dwarfs to once again become a dominant force on Athien, so King Erimdun announced an alliance with the elves. The separatists duly sided with the minotaurs, and the defeat of the elves brought out the final destruction of the dwarf monarchy and the end of the royal line. The surviving sea dwarfs were initially shunned, although eventually accepted into society and even went some way to repairing relations with the earth dwarfs. From around 2000 AG, a period known as the Age of the Elves, the dwarfs have filled a solid middle class, providing skilled artisans, labourers and tradesman for their elf rulers. Despite living under the rule of others, the dwarfs are a content people.
Elves are the most ambitious and technologically advanced race on Athien. They are political masters, usually working their way to positions of power that enable them to dominate the destiny of other races. Male elves are of a similar build to their human counterparts, however female elves are, on average, more slight than female humans. Elves live up to 3 times as long as the average human, and possess a natural resistance to disease and other malaise. Elves are not necessarily arrogant, however they understand the natural order and quite simply excel in many fields when compared to other races.
From the earliest days of creation, the elves have been a prosperous people. Quick to adapt and keen to master the unknown, their natural inquisitiveness has meant that they quickly outstrip other races in terms of political systems and in the fields of chemistry, physics and in turn weaponry. Peaceful by nature, the elves do not look to conquer others or enslave them, and in fact they are big proponents of assimilation and integration. Some of the most peaceful times on Athien have been when the elves have gained the ascendency.
Scholars have long since debated the time when the elves overstepped their mark and threatened their rule. The elf leaders realised that the minotaur curse posed a threat not only themselves but to all the races on Athien. In their wisdom, they took it upon themselves to "fix the problem", which they did by carrying out the systematic cleansing of every cursed minotaur that lived. The minotaurs, understandably, rose up against the elves. This in turn encouraged other races to join their cause, as they saw an opportunity to elevate their own standing in the natural hierarchy.
The ensuing conflict became known simply as "The Athien War". The minotaurs, along with their allies, managed to overthrow the elves and drive them out of the cities and into the wilderness areas. For several hundred cycles, the elves lived in isolation. During that time, they made technological advances that far outstripped anything other races could even dream of. Society, in general, fell into a period of decadence as the minotaurs slowly squandered their power and collapsed beneath the weight of rule. When they judged the time to be right, the elves returned from exile. They quickly conquered the major cities and took over the political centres across Athien. The Age of the Elves had begun, and Athien was returned to a more prosperous peace, albeit at the expense of the minotaurs; by this stage, they had been reduced to a downtrodden and subjugated people, a shadow of their former selves.
Goblins have an average height of 4'5" and are slight of build. They are nocturnal creatures that inhabit the dark, dank, caverns of the Athien underworld. As a result, they have large eyes and ears making them excellent hunters under minimal light. Their heads are also large in proportion to their bodies. Goblins normally live to the age of 60 years, however many die a lot younger at the hands of the ferocious beasts that dwell in the underworld.
While goblins have been around since creation, they have never, at any stage, rose to a level of prominence. For the most part, they kept to themselves, and have had minimal dealings with surface dwellers. There have been interactions with the dwarfs who mine deep into the earth, however these dealings have been relatively peaceful, outside of the odd dispute when metal veins lead the dwarf miners into goblin lands.
Goblin society is tribal, with large groups of the creatures living together in huge caverns scattered across Athien. Many tribes trade with each other and sometimes band together to overcome particularly powerful creatures or infestations of communities of vermin, however there is yet to be an instance where multiple tribes have formed into a war host.
Most goblins have never forgiven the major races for not including them in The Gathering. It was a black mark in their history to be treated in such a way and it did irreparable damage to the relationship between surface dwellers and goblins. Only recently, Jaegar, a renowned hunter and hero of the goblin peoples, was summoned to Between to join the ranks of The Chosen. This has enhanced Jaegar's reputation even further as well as contributing to his already formidable powers. There are sure to be more goblins bestowed with the honour and many goblin chiefs see it as a sign that the gods are righting the wrong that was the snub of The Gathering.
Judgement is synonymous with beautifully detailed miniatures. From working with the best digital sculptors in the industry, to using the finest quality resin, we have left no stone unturned to realise our goal of producing the best 54mm miniature range in the world. Every single sculpt in our range includes a themed scenic base, made using the same high quality resin as the heroes they support.
Judgement heroes are drawn from 6 races (Dwarfs, Elves, Goblins, Humans, Minotaurs, Orcs), who operate within 5 classes (Supporter, Defender, Aggressor, Soulgazer and Hybrid), defining their role on the battlefield. When playing Judgement, you are free to select any heroes from across the 6 races, to fight in your Warband. While there are several exploitable synergies that may sway your decision making, there are no hard restrictions, you can field whatever heroes you want.
Humans have a tendency to adapt and survive, and are one of the most populous of all the races on Athien. Their natural adaptability means that they fulfil any and all roles in social, militaristic and political structures, and have maintained a steady influence along the course of Athien's history. Physically, humans are slightly bigger than elves but smaller than Orcs. When comparing the five major races in any context, they are average, not excelling at anything in particular.
Throughout history, humans have operated from the shadows, puppeteering other races to achieve their goals, and emerging only when it has suited them. In major conflicts, human leaders have always aligned themselves with the most likely victors. The only major political body openly controlled by humans is the church of Wellin, one of the oldest and most powerful churches for over a thousand years. Wellin's church is known for its intolerance of non-believers and its adherence to a strict doctrine. After communing with Wellin, Archbishop Gunter realised that the summoned posed a major threat. He immediately mobilised the church's considerable political and military influence to foster negative sentiment towards the summoned, which soon festered into outright violence. Many of the early summoned were hunted down and killed by the church's militant followers.
Sir Marcus was the head of the church's militant Order of Knights and its chief protagonist, before being forced to flee once it became common knowledge that he himself had joined the ranks of the summoned.
Minotaurs are traditionally herders. Even when other races were busy building cities and making advances in technology, the minotaurs stuck to traditions of roaming the open planes of Athien, and passing on their love of the land, and its natural habitants, from generation to generation. Minotaur society is comprised of herds, ranging in size from a dozen to well over a hundred, with the shamans and spiritual leaders holding the positions of power within each herd. While brute strength and martial prowess come naturally to minotaurs, it is not traditionally held in as high regard as respecting the land and all living things. Herds are not territorial and few linger in the same place for too long. The movements of the herds, when tracked on a map, show a constant flow of movement with other races being unable to make rhyme or reason of it. The one common theme among the migration patterns of herds is their tendency to periodically visit the sites of ancient ruins, tapping into the history and knowledge of ages past.
The only race to have significant contact with the minotaurs are the dwarfs. The two races have been known to engage in barter trade, where minerals and precious stones, are traded by the minotaurs for dwarf made weapons and armour in times of war.
It was considered a great boon when Edarr was chosen by Torin, the god of time, to rise from mortality and take her place among the pantheon of the gods. Before her rise, Edarr was an assuming minotaur in one of the larger herds. She largely kept to herself, and only her closest family had any knowledge of her obsession with death. Unfortunately for the minotaurs, the rise and fall of Edarr would have a significant impact on them as a race, even going as far as to alter the fabric of their DNA. Their feral instincts were brought to the fore and an inherent blood lust, lying dormant for thousands of years, became more prominent in each generation following Edarr's death.
The earliest signs of the change were seen in the gladiator pits of Zaqai, when the mighty Thorgar, undefeated for more than a decade, evolved into a primal killing machine. Some scholars thought that Thorgar was the source of the curse that brought the minotaurs to their knees, however in later years it was successfully traced back to Edarr. The bloodlust turned herd against herd, and allowed unscrupulous warlords of the other races to engage the minotaurs primal instincts, hiring them as shock troops in the ever increasing wars that were spreading across Athien. The once peaceful culture descended into anarchy and saw the degradation of minotaurs to the point where they lost all credibility and filled the lower echelons of mainstream society.
Even those minotaurs not born with the genetic defect were somehow darker, more brooding, with a tendency towards the dark arts rather than shamanistic powers of the earth mother. Xyvera was one such minotaur, and her emergence was accompanied with omens of foreboding. She was obsessed with the curse and its origins, being one of the first to discover its roots all the way back to Edarr some 550 years earlier. The elves, who at this stage were perhaps the most powerful race on Athien, became wary of the danger the minotaur race posed to all civilisation. The elves feared that a powerful minotaur would unite the herds once more, and with their genetic bloodlust, the minotaurs would become an unstoppable force of destruction. The answer, by the elves, was to racially cleanse the minotaur race of the curse by killing all those that possessed the gene. This conflict was known as the Athien War, and instead of succeeding in their goal, the elves pushed the minotaurs into a position where they were forced to unite to ensure their survival. The folly of the elves actually brought about the thing they feared most, a united and focussed minotaur army.
The minotaurs succeeded in overthrowing the elves and for a time became the dominant race of Athien. This period of Athien's history is seen as a dark one where the minotaurs ruled by fear and society fell into decay. Unable to control themselves, or the lands they conquered, the minotaurs fell onto themselves once again resulting in their numbers dwindling dramatically. The elves, after living in isolation since their brutal defeat hundreds of cycles earlier, returned with technological advancement other races could only dream of, and effectively became the rulers of all of Athien, therefore reducing the minotaurs to their lowest ebb.
Orcs are tall humanoids, reaching 6’6” on average. They are generally lean and sinewy, and their average lifespan is 70 cycles.
Orc society is steeped in shamanistic traditions honouring their elders, the elements and the old gods. Unlike the elves, dwarfs and humans, orcs have largely shunned technology. They live in tribal villages inter-connected via networks of elder councils. Some orcs have turned their backs on the orc way of life, lured to the big cities by the promise of wealth and fame, since orcs make excellent body guards and hired assassins.
A peculiar aspect of orc society was their tradition of "inking" the skin of criminals to mark their crimes for the duration of their penance. The greater the crime, the more the blue tattoo would cover the skin of the criminal. This served as an immediate signal to other orcs who among them were criminals currently serving their punishment. Once the punishment had been served an orc was able to request a shaman to remove the blue stain, thus allowing them to re-enter orc society without prejudice.
The emergence of the new gods had a greater impact on the orcs than perhaps any other race. The witchdoctors, who up to this point had lived in the shadows of orc society, came to prominence and had a huge influence on the younger generation. Witchdoctors believed that orc traditions had held the race back, so worked towards inspiring young orcs to join their cause of becoming more aggressive in their dealings with other races.
The struggle between shamans and witchdoctors has kept the orcs on the verge of civil war for hundreds of cycles, causing a rift that looks like it may never abate.
The orcs were reluctant participants in The Gathering, their society being so steeped in the traditions of the old gods. However, they did attend and predictably, their chosen champion was one of their most respected shamans, Krognar. It was therefore ironic that Krognar was one of the first of the chosen to be consumed by the drive to become a demigod, a drive that led him to commune with Zaron Bogdan to create the first effigy. Perhaps Krognar understood the mayhem that the old gods were causing for Athien’s mortals, or perhaps his time on Between appealed to a deep inner desire for power. Regardless of the cause, the orc was one of the main reasons that the chosen became demigods.
300 cycles after The Gathering, two prominent orcs moved their race to the brink of civil war. Haksa, a shaman of considerable power, was trying to keep the orcs rooted in tradition. Kruul, the first in a new line of witchdoctors, secretly formed a series of death cults that aggressively recruited young, impressionable orcs. One of Kruul’s keenest students, Zhonyja, would become a warrior without peer, rising to prominence as the embodiment of the “true” orc.
A natural phenomenon of the orc race is the occurrence of two-headed infants that grow to be much larger and stronger than common orcs. They are known as ettins. In around 500 AG, the ettin birth rates increased dramatically. Rumour has it that the shamans were behind the increase, since ettins normally fought in the armies of the traditionalists. Bolstered by ettins, the shamans were able to gain ascendency over the witchdoctor faction, pushing the death cults to the fringes of orc society.
Returning to their traditions allowed the orcs to largely stay out of the Athien War conflict. They also remained ignorant about the rise of the elves and their huge technology advances. The orcs remain content to live in the wilderness on Athien, as they have done for thousands of cycles.
Soulgazers are summoned heroes that have a natural affinity with the souls that roam Between, manifested via an enhanced ability to harvest them. Often these heroes serve as priests, morticians or other professions associated with death, through their lives on Athien.
Soulgazers command a lot of respect in battle, having the ability to apply constant pressure harvesting souls as they spawn on the battlefield. This forces their opponents to deal with them or lose.
Undead maintain the attributes of the race of their mortal form. Sometimes, individual undead will have these attributes enhanced or diminished as they transcend to the afterlife, however, these genetic alterations are minimal.
Upon death, every mortal's soul makes the journey to Between. After a time drifting in that plane, the soul would then make its way to the plane of one of the four elemental gods, determined mainly by the mortal's beliefs and faith when they were alive.
Occasionally, more than just the mortal's soul would travel to Between, and sometimes the extra essence would form into a semi-physical being. These beings were known as undead. They would remain on Between for hundreds of years if not for all eternity. It was not exactly known why this happened. However, there were several theories. Particularly powerful mortals had the will power to transcend death itself; hence, a more significant portion of their essence would remain intact. Then some mortals took part in rituals and dark magic that helped them cheat death to produce the same effect. In both cases, they would become undead.
The undead normally roams together in small packs on Between, leaving the natural inhabitants of the shadow plane largely to themselves. Every few hundred cycles, a particularly strong undead would have the will power to gather other undead to his or her side, and the most powerful of these can sometimes form together legions. On those occasions, the Warlord and his/her army would lay waste to large swathes of the shadow plane and sometimes drawing the ire of the gods. One such warlord is Lord Fazeal, arguably the most powerful undead to ever grace Between.