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A Gaming Supplement for

Introduction

CONTENTS
Introduction.......................................2 Army Lists.........................................33
Background........................................ 4 Brotherhood...................................................34
Order of the Brothermark.................................... 35
Kingdoms of Men............................................4
Order of the Green Lady.......................................38
League of Rhordia.........................................10
Free Dwarfs....................................................42
The Brotherhood........................................... 13
Salamanders...................................................48
Varangur.......................................................... 17
Sylvan Kin......................................................58
Salamanders...................................................19
The Herd.........................................................66
The Twilight Kindred..................................25
Kingdoms of Men.......................................... 72
The Herd.........................................................28 League of Rhordia..................................................80
Ratkin.............................................................. 31 Ratkin..............................................................86
Ratkin Slaves...........................................................96
Twilight Kin..................................................98
Varangur........................................................106

Credits
Army Development Photography
Matthew James, Daniel King, Jason Moorman, Chris Morris, Jeff Swann Ben Sandum, Fireforge Games (www.fireforge-games.com), Nathan
Vinson (www.lonelygamers.blogspot.com.au)
Background
Matt Gilbert Playtesters
Patrick Zoro Allen, Michael Blyth, Roger Connor, Michael Crossman,
Editing Matthew Curtis, Nick Davies, Andrew Goodman, Jez Gurney, Alec
Nick Brookes, Ead Brown, Rob Burman, Matt Gilbert, Chris Fisher, Habig, Frank Habig, Daniel Hannon, Ed Herzig, Geoff Holland,
Dave Symonds Christopher James, Kris Kapsner, George Kirke, Eldon Krosch Jr.,
Yan Zhi Lai, Sami Mahmoud, Elliot Morrish, Adam Padley, Michael
Short Story - Unfettered Pearcy, Cyle ‘Dino Lord’ Pool, Tom Robinson, Todd Serpico, Paul
Michael Pearcy Smith, Adrian Smith, Erich Trowbridge, Nick Williams, Eric Winters

Graphic Design & Layout Painting


Duncan Aldis, David Lanza Duncan Aldis, Rob Burman, Alex Cairns, DT Miniature Painting,
Matt Gilbert, Studio Giraldez, Matt Kennedy, Ben Macintyre, Dave
Art Neild
Jeff Brown, Robin Carey, Robert Cirillo, Juan Diego Dianderas, Shen
Fei, Heath Foley, Michele Giorgi, Des Hanley, Yann Hoarau, Ralph Terrain
Horsley, Tugsbayar Jamts, Rob Jenx, Stef Kopinski, Alan Lathwell, Author’s own collection, printablescenery.com, tabletop-world.com
Diego Gisbert Llorens, Ciaran Morris, Phil Moss, Thomas Putman,
Michael Rechlin, Boris Samec, Lie Setiawan, Tan Ho Sim, Luigi
Terzi, Damian Ziomek

1
Introduction

INTRODUCTION
The world of Pannithor is vast and wild. Civilisations have risen and explored its wonders, sailed its oceans and mined its
riches. They have also fallen, destroyed by nature, famine, hubris and war. Many places in the world have been forgotten and
await rediscovery. While the leaders of the great nations play out their games of conquest, it is the armies of Pannithor that fight
the battles and do the dirty work of gaining land, or defending it.
Welcome to Uncharted Empires. In this book you’ll find all the Ratkin and their obnoxious blightcraft. Forced from their
the background and army lists you need to introduce a whole lands by the Abyssal Dwarfs, play as the Free Dwarfs and plot
range of new factions into your games of Kings of War. revenge and reclamation. Hear the bestial roar of the Herd
and tremble at the sight as the beastmen of the Forces of
Uncharted Empires contains 12 new army lists and, for the Nature take to the field.
first time, players have access to Army Themes. These allow
a variant of one of the game’s Master Lists and help add new Finally, two branches of the most ancient and first of the
flavour to an existing army to represent a different faction Noble Peoples, the elves, are revealed in more detail. Adapt
with similar roots. They are a great way to introduce the your elf army to play as the mercurial and enigmatic Sylvan
many sub-factions and minor players of the world into your Kin, known as the Fey, or field an army of twisted and
games. spiteful elvenkind that consorts freely with demons and
interdimensional horrors—the Twilight Kin are on the rise.
Humankind, the third of the Noble Peoples, is explored
in more detail in this book, covering the Kingdoms of Uncharted Empires adds a slew of new and exciting armies
Men, the city states of the League of Rhordia, the violent and factions, plus a whole host of new modelling and
and unpredictable Varangur and what has become of the collecting possibilities to Kings of War, your favourite fantasy
Brotherhood. mass battle game.

Learn all about the fiery Salamanders and their crusade To battle! 
against evil, piracy and corruption. Discover the secrets of

2
Introduction

Unfettered
Vol’rikk wiped blood from his muzzle and ground his fangs his very core and with each blow Vol’rikk was convinced his
together in satisfaction, a sound lost among the cacophony of sword would smash into nothing. The Overmaster delivered
the battle. Pulling his heavy, curved blade from the body of a powerful kick to Vol’rikk’s midsection, sending him rolling
the foe at his feet, he spat in disgust upon the slain Abyssal head over tail to collide with the palanquin.
Dwarf’s mask—a grotesque thing, fashioned to look like one of
the leering gargoyles that flew overhead. Kicking aside the fire With a booming laugh, the Overmaster threw his hammer to
cannon that the warrior had wielded against him, he scanned the ground. He unfurled a whip from his belt and snapped
the raging battle and took stock of his position. it with a loud crack that pierced sharply through the din of
the battle. Vol’rikk recalled the sting of those barbs across his
His pack had pushed up a sloping hillside to reach the flesh and felt his anger rising at the memory of a thousand
Decimators, but the toll had been heavy. Vol’rikk felt an lashes. From his creation in the hellish pits of the Overmaster’s
aching fury as he surveyed the carnage. The charred bodies dungeons until the Freeing, the cruel torture had been
of Ratkin littered the hillside, clogging the air with the thick, unceasing.
heavy scent of smouldering fur. He felt a phantom itch from
the whip scars that criss-crossed his own back, and turned to Vol’rikk snarled and sprang at Braz’izaraz in a fury. With a
deliver a vicious kick to the corpse. sneer, the Overmaster brought the whip around to swing, but
Vol’rikk’s aggression surprised him. This was no longer a whelp
Vol’rikk… it comes for us, Vol’rikk… protect us from the of a rat cowering under the threat of torture, but a warrior,
Enemy… fuelled by an unending thirst for vengeance. The whip’s blades
drew bloody tracks across Vol’rikk’s muzzle, but he felt no
Vol’rikk whirled, his tail twitching as the voice crept into his pain as he dove with reckless abandon.
mind. He scanned the battlefield; the voice was soundless, but
he knew the source immediately. Without hesitation, he was In a flash, Vol’rikk was on him, tearing, stabbing, and biting.
off and running, darting through the frenzied melee of dwarfs The Overmaster was overwhelmed by the sheer ferocity and
and Ratkin until he found them. was unable to defend himself. Vol’rikk’s jaws clamped around
the Overmaster’s throat and ripped it open, blood gushing
In front of him, a vast palanquin sat motionless in the soft forth as the life drained from the Overmaster’s eyes. In his
wet mud at the foot of the hill. On top of it, heaving and fury, Vol’rikk continued to attack his former master, not
writhing in the throes of unfocused movement, lay the Tangle. realising that it was over, or that the Abyssal Dwarf forces
The collective of fat, sightless rats was defenceless. They had begun to retreat at the loss of their leader. As his bloodlust
had used their unfathomable powers to reach into Vol’rikk’s subsided, Vol’rikk stood and looked around, as if seeing the
mind, calling for his aid. The elite Ratkin soldiers tasked with battlefield for the first time. His brethren had circled around
protecting the Tangle were slain. Their bodies were scattered him and the Tangle. A ragged cheer arose from the gathered
nearby, the warriors having fought to the end to defend their crowd.
sacred charge. A figure stood proudly among the corpses, and
Vol’rikk felt a rush of rage as he recognised the dwarf from Vol’rikk looked back at the Tangle. He felt power surge
years of pain and torture. through him as they delved into his mind once more.
Overmaster Braz’izaraz advanced toward the palanquin, Your anger is powerful, Vol’rikk…. We have a use for such
blood dripping from the head of a mighty battle hammer. strength... Allow us to bolster this power within you... Now
Vol’rikk rushed to block his path, swinging his blade in a lead them, Vol’rikk the Unfettered. Lead them as War Chief.
wide arc. The blow was wild but fast, and the Overmaster
barely blocked the blow. A twisted smile crossed his face, and Vol’rikk grinned, his muzzle dripping with blood. He stooped
he pounded Vol’rikk with a flurry of vicious strikes. Vol’rikk down and grabbed the whip from the muddy ground. Raising
parried, fighting with all the skill he could muster, but the it high, he let out a shout of triumph as the cheering echoed
Overmaster was far stronger. Each strike shook Vol’rikk to across the hillside.

3
Background

Kingdoms Of Men
What does it mean to be a human of Pannithor? To the other
races of the world, the answer to this question is as elusive as
it is to humans themselves.

In the taverns and bartering houses of Mantica there is a


common saying, ‘A dwarf is a dwarf is a dwarf.’ Likewise, to
describe something as ‘elvish’ is to endow it with
an immediate and widely understood set of
characteristics. The mention of man, however,
leads to a raised eyebrow, a stroked beard and
yet more questions. To talk of men is at once as
meaningless and as meaningful as to talk of love,
of gods, or of nature itself, for down to the last all men
differ, each swayed by a unique, emotionally conflicted heart,
forever changeable.

Some men glide wistfully over the gleaming battlements


of their legendary castles, garbed in the finest robes, their
bejewelled headwear tilted to the sky in contemplation of
the deepest philosophies. Others toil in the fruitless dirt of
forgotten villages, praying for a bountiful harvest to see them
through the lean winter, cherishing every coin, shivering
each night in the pitiful shacks they call home. There are
men who devote their lives to the gods, to the battles of their
time, to helping the needy, while others plumb the depths of
cruelty, depravity and betrayal to further their goals. All are
men and yet no two are ever truly alike.

While numerous clans, tribes, and kingdoms of men have


formed, risen, and fallen during the long ages of time,
humans’ immense diversity has always been at once their
strength and the reason they have never fully conquered the
world.

4
Background
Men at War of mammoth and bison with goblins. On the icy seashores
beyond the Bitter Islands, reavers set sail in longships,
raiding and trading as far south as Elvenholme and Basilea.
Naturally, man’s method of war differs from place to
Upon the contested plain of Ardovikia’s young kingdoms, new
place. The Successor Kingdoms are the homes of engineers
lands reclaimed from the ice’s retreat are founded. Caravans
and wizard-scholars, and their armies reflect this. Crude
of camels criss-cross the deserts of the south between oases
gunpowder weapons such as cannon and primitive handguns
and dry cities, bringing exotic wares from cultures so far-
are common there. Basilea also possesses this technology but
flung that what little is known of them by the nations around
relies more on divine magic and armoured horsemen to win
the Infant Sea is more legend than fact. All add yet more
its wars, backed up by dragons and the Elohi.
colour to the tapestry of the civilisations called Man.
All the kingdoms born from Primovantor’s ruins favour
blocks of polearms, weapons used for millennia. The
Ophidians can draw upon a wide range of troops from
across their empire, including desert horsemen, fierce tribal
warriors from the green south, and all manner of light troops
suited for their harsh land, supported by heavy infantry
and horse drawn from the Ophidian cities. The Ophidians
also enslave desert spirits to fight for them and make use of
legions of the undead.

The northern tribes are less disciplined, but formidable


nonetheless. Whether steppe rider or sea raider, all are raised
as warriors from childhood, and they are consequently skilled
individual fighters.
As a whole, men have a somewhat ambivalent relationship
with the other speaking races of Pannithor. Several states
The Nature of Men have very close ties with the elves, the Valenticans in
particular, with two great elven cities actually being part of it,
First stepping onto the world as the hasty creations of a
and elven quarters in almost every other city besides. Dwarfs
god whose true affections lay elsewhere, Man has ever
live throughout man’s lands, descendants of refugees from the
since struggled with its own identify and self-worth, their
fall of the northern holds and, more recently, King Golloch’s
shortcomings painfully evident in everything they do. The
reign. The northern tribes sometimes make common cause
devout among men merely expose their insecurities, the brave
with the orcs or the Abyssal Dwarfs or are else forced to fight
do little but reveal their own need for acceptance, and the
for them as slaves. The great alliances of the past are fading
depraved exacerbate their need for love. The flaws of each
memories, men are as likely to fight shoulder to shoulder
man are clear to all but himself. This ignorance, combined
with the elves and dwarfs as they are to oppose them, and
with a great fear of their own mortality and a diverse
on many occasions men have fought on both sides of the
set of skills, has nonetheless allowed mankind to
battle in these grand alliances. Men most often fight other
prosper and propagate, becoming easily the most
men, however, whether through greed or hatred or honour,
numerous of the Noble Peoples—on rare occasions even
or just through misunderstanding. Men are hot-blooded, and
obtaining mastery as individuals, and often achieving great
not always wise. Their vivacity is a curse as much as it is a
things as a people.
blessing.
Men can be found everywhere, from the most verdant valley
to the harshest environment; anywhere a living can be
scratched from the land. Men dwell in blazing deserts, the The Spread of Men
frozen north, jungle, plain, and mountain alike. They exhibit With the High Consul of Primovantor dead and much of the
a bewildering array of outer forms and skin colour, and the land laid waste, the shock of the inundation after the War
palette of their emotions is equally as varied. Men can be with Winter was the final blow to the tottering Republic.
black of heart or as pure as snow. Men have been known as The remnants of it broke up into warring statelets and much
great elf friends, and men have been known to embrace and was forgotten. Beyond Basilea, dozens of independent city
serve the Abyss willingly. Men are anything but predictable. states now rule small kingdoms all over the peninsula of
Primovantia, known as the Successor Kingdoms, and to the
Men live in societies ranging from those of great culture north and west of the Dragon’s Teeth mountains, known as
to simple, orcish barbarism, and everywhere in between. the Young Kingdoms.
To the far north, hordes of tribesmen fight over the herds

5
Background

The Successor Kingdoms sprawling and cosmopolitan, with several quarters including
elven, salamander, and even, in the insalubrious shadow of
The Successor Kingdoms are descended from Primovantor, the southern city walls, goblins. In recent times, the rapid
but the similarity to Basilea ends there, for they have been rise of Lord Darvled to power has coincided with much more
much influenced by admixtures of culture and thought aggressive and human-centric policies and bias. The number
from other lands and have followed their own path. There of criminal convictions, property confiscations, and failed
are as many as a hundred of these small statelets, ranging business deals involving other species has risen dramatically
from independent cities to large dukedoms and the genuine and many are feeling increasingly unwelcome and ostracised.
kingdom of Valentica. These small lands are in a constant Across the counties that surround the great city, special
state of rivalry. War between them is not uncommon. constables now enforce the law and are taking heavier taxes,
The people here are great traders, keen-eyed sailors with especially from the “alien” races that live there.
a thirst for adventure, and they hold close ties with the
Sea Kindred of the Brokenwall Islands. Also of note is the
mountain duchy of Sathoi, a provider of skilled mercenary
companies, and the city state of Geneza, another sea nation
of traders, and great rivals of both the Valenticans and Sea
Kindred. Geneza is unique in that it is built atop the ruins
of an earlier city, drowned by the sea. Unable to escape,
the Genezans simply built upward, and modern Geneza sits
upon the waves like a stone ship. Primovantor itself persists
as one of these states, although it is greatly shrunk in size,
its inhabited portions like villages surrounded by a harsh
wilderness of broken stone and briars.

For the main part small and individually weak, it is these


same kingdoms now that see the flowerings of rebirth. For
many years little more than barbarian realms, the city states,
dukedoms, and petty principalities of the coast and mountains
have reached fresh levels of understanding while art and
science once again flourish. The great Euhendral Library
is a prime example of cross-species co-operation and is a
highly valued centre of art, study, and learning nestled in the Perhaps even more disturbing is Darvled’s “master plan”—the
picturesque Valley of the Sun. Scholars, artists, and academics wall being built to the west of the Dragon’s Teeth Mountains
from all the Noble Peoples, ogres, salamanders, and even, on far to the north. Ostensibly a barrier to keep out invaders
rare occasions, Neritican thuul, can spend years of their lives such as marauding orcs or goblins, many whisper that
buried in books and texts, both ancient and new, within the perhaps Darvled is trying to build himself a far-reaching
endless corridors and study rooms of the library buildings’ empire and keep his subjects contained. That he feels safe
glittering spires. enough to stretch his arm so far, for the wall is theoretically
well beyond the northern limits of his realm, is noteworthy. A
Over the mountains to the north, realms expand and new decade of building has resulted in an incomplete hotchpotch
countries are born from the virgin lands of the Young of a defensive line, however. Elegant and imposing in places
Kingdoms, where men of the Successor Kingdoms have and barely a line of sharpened wooden stakes in others,
exerted their dominance. While a few elf or dwarf settlements Darvled nonetheless insists on the project continuing and
still exist, they are few and far between. Valentica’s military size and aggression toward its smaller
neighbours is becoming a serious concern.
Valentica
Darvled certainly has ambition, but also seems possessed
Perhaps the greatest of all the Successor Kingdoms is
of an unhealthy and damaging personality—he can be both
Valentica, which occupies the entirety of the lands bearing
charming and ruthless in equal measure and is known to
the same name. The city of Valentica itself sits on the edge
have a fierce, often irrational, temper. How he came to power
of Lake Harrowmere at the source of the mighty River Valen
is still unclear, as is his stability, and both are the subject of
which meanders its way south to empty into the Endless Sea
much whispered debate among the small, clandestine pockets
at the great estuary of Amphotia. Great docks line the water’s
of rebels that are beginning to question and resist his rule.
edge, with piers and jetties thrusting out welcoming arms
for traders to load and unload their exotic wares. The city is

6
Primovantor
Background
At times, Basilea has controlled nearly all of the Peninsula of
Whereas once Primovantor was a mountain kingdom looking Primovantia and land to its west; at others, hardly any at all.
over fertile plains, it is now a peninsula and landmass Money is the weapon of choice here; bribes and gifts bring
containing the vast Bay of Geneza. Most of Primovantor that the bickering, faltering cities into the armpit of the Hegemon,
was not ruined in the war was drowned under the Infant or pay for armies of mercenaries should these ploys fail. In
Sea. The holy city of Primantor itself survived, although it is truth, the remains of Primovantor have little to offer in terms
greatly shrunk in size. The city is now mostly ruinous, trees of economy or resources. Its cities and regions are poor and,
fill its wide boulevards, and the inhabited parts are little among the ruins of high mountain keeps and villages, bandits
more than villages, divided by a wilderness of crumbling prey on the weak and lost, while the phantoms of the past
masonry. haunt the dusty, wind-worn peaks.

7
Background

The Young Kingdoms halfling shires border the alliance to the north and west.
With fields of soft wheat, gurgling streams, and bountiful
Upon the Ardovikian Plain, new nations are being born. orchards nestled in the combes of gentle hills, the shires are
From the Dragon’s Teeth Mountains in the south to the seemingly bathed with an almost unnaturally golden sunlight,
edge of the Mammoth Steppes, hundreds of small kingdoms, even during the winter months.
independent townsteads, isolated keeps, and fortified manses
have been established, and lost to ruin, each one alternately Cruel tyrants, idealistic nobles, religious zealots, chancers,
warring and allying with its neighbours. pauper kings, outcast knights, sorcerers, and mercenaries—
many and more have attempted to carve out a kingdom here
The vast majority are ruled by humans, although there are in the Ardovikian Plain by the strength of their steel or the
realms of all kinds to be found, from small dwarf holds to, depths of their cunning. Some few have been so successful
albeit rarely, minor elf princedoms, and even—in isolated that they even now look beyond the Young Kingdoms,
forests or bleak moorlands—the lairs of Vampires. After 12 dreaming of the day that they may conquer those lands and
centuries, some are only now showing true promise, absorbing perhaps march across the Dragon’s Teeth to Primovantor and
others through treaty or conflict and becoming players on the beyond at the head of an unstoppable army.
grander stage.
With deep, dark forests, lazy rivers, rolling hills, and vast
Letharac, a city state west of the Forest of Galahir, is a tracts of unclaimed land, the Ardovikian Plain is a region
thriving hub and major trading post—gateway to the plains. of adventure and opportunity. It is unforgiving, though, and
Merchant caravans move their goods via the Copper Road, the danger in the form of orc or goblin predation has been the
great trade route that connects the Ardovikian Plain to the downfall of many an aspiring and fledgling new kingdom.
Hegemony of Basilea. The copper ore mined in the foothills Among the trees of the forests and the grasses of the plains
of the Dragon’s Teeth Mountains to the south and smelted lie the crumbling ruins of once-great castles or towns, their
in the forges of the free dwarfs lends the road its name, and names and builders now lost to time.
mercenary companies from Sathoi are often employed to
guard the trains as they travel east. The wise see the powers of the future taking root upon the
lush and fertile Ardovikian flatlands, yet for now it remains a
Further west from Letharac, the city of Eowolf sits anchored wild land, full of both promise and danger alike. To be a king
in the heart of the Ardovikian landscape, the centre of an here is hard, but then again, here anyone can become a king.
alliance of small city states. The undulating and peaceful

8
The Northern Tribes
Background
From the warlords of the horse tribes to the fur-clad
huntsman of the mountain folk and the raiders of the bleak,
Across the vast plains of the Mammoth Steppe and into the icy coasts and the Shattered Clans and peoples around
cold, bitter climes of the north, humans have flourished the Frozen Sea, the human tribes here have developed an
where the other Noble Peoples have not. Since before the God eclectic, abundant, and ingenious variety of cultures and a
War, humans have spread their net wide, finding a way to live stubbornness to survive.
in places considered too difficult, inclement, or downright
inhospitable to others. The elves’ only real focus was their Great cities, such as those built in the southern lands, are
beloved Elvenholme, and while the dwarfs built their empires not possible in the harsh and bitter wilds of the north. The
across the world, theirs was a life underground. largest known settlements are really small, fortified towns.
The nomadic nature of life makes any settlement larger a
The lands of the north are not an easy place to live and the waste of precious resources. Perhaps, therefore, it is partly the
people who scratch a living there are hardy and resilient from fascination of Chill, the impossible city built by Talannar in
necessity. Food is scarce and life is tribal and harsh. Human the ice-crusted mountains of the north, that has seen so many
clans have dominated the region, alongside the ogres, for tribes migrating and swearing allegiance to the Alliance he
countless centuries. has built.

9
Background

League of Rhordia
Basilea is the self-appointed successor to the old Republic Following the impact, the survivors slowly pieced their
of Primovantor, but that doesn’t mean that other realms do shattered lives back together. As is the human way, centuries
not claim the same. Whereas Basilea is geographically closer of toil and warfare rolled across the land as minor realms
and has close contact with the Shining Ones, Rhordia claims and kingdoms came and went. As elsewhere, settlements grew
that it is politically and culturally closer to the old Republic, into towns, towns into cities, and religion and politics vied
less corrupted by the new-fangled dedication to the Shining equally for reasons to quarrel with bordering states. Tensions
Ones, and standing on its own two feet. The Rhordians reached a breaking point resulting in an episode now known
acknowledge the presence of the Celestians that were, while as the Reaping Time. Relations between five major city states
not being enslaved to either their darker or lighter aspects. dissolved into open warfare. Alliances were forged and broken
Where Basilea relies on the fickle, often whimsical support and a series of vicious and bloody battles stained the land
of the Shining Ones and their celestial armies, Rhordia with the lifeblood of brothers and friends alike. At the height
has traditionally placed its faith in science, reason, and of the conflict, the orcs came.
gunpowder. Throughout its brief history, it has lacked the
haughty arrogance of the Basileans, thereby enabling it to Sweeping through the farmlands around the north-eastern
form alliances and closer friendships with other races like cities, the orcs razed and destroyed everything in their path.
halflings and dwarfs. Free will and cultural progress have, Already broken from years of warfare and grief, the land
until recently, been encouraged in the League, concepts that and the people crumbled before the new, terrible menace.
are anathema to the Basilean way of thinking. Two cities fell and the rest looked on in fear, knowing their
fractured armies could not withstand the onslaught.
During the God War, the Celestian known as Eoswain waged
a terrible and far-reaching war with her own dark reflection.
Her wicked side, now reborn as Zbortan, raged across the
firmament and attempted to rain devastation upon the lands
of the Noble Peoples while Eoswain battled to thwart her at
every turn. The collateral damage from the titanic feuding
between these two deities wrought terrible destruction upon
the world below as awesome energies crackled across the
storm-swollen skies. The climax of their struggle resulted in a
cataclysmic impact in the area now known as the Ardovikian
Plain, as the pair plummeted from the heavens, locked in a
deadly embrace, and slammed into the ground below. The
immense shockwave tortured the land for scores of leagues in At least not on their own; together they stood a chance. From
every direction as the gods’ conflict was buried in the heart the City of Eowolf, one man spoke up. The chaplain Alobart
of the world. Some say they are still there, locked away in Rhor, head of the Church of the Children, saw his people
an eternal struggle deep in the world’s fiery core, the minor forgetting the lessons of the past. He browbeat the dukes
tremors and quakes often felt in the plains the echoes of the from the remaining cities together and forged an alliance
conflict raging still beneath the feet of mortals. against the new, common foe. For the next few years and by
sheer force of will, Rhor led the new alliance into a counter
The story of Eoswain and Zbortan, and its derivatives, survive attack that first blunted and then pushed back the orc assault,
today in Pannithor mostly as myths and in children’s rhymes. ultimately defeating it at the Battle of Halman’s Farm.
In a small area of the Ardovikian Plain, however, the story
is still recalled and used as a moral against excessive belief Rhor himself was grievously and fatally wounded in the
and action. An extreme of anything, the Rhordians believe, battle but lived to hear that the dukes had agreed to forge a
can be corrupting and damaging, even if the intentions seem permanent alliance and work together to rebuild their lands
good. Today, the Children of the Fall preach this mantra as a and cities. The pact was signed a week after the battle and
key part of their dogma. They yearn for a return to the golden a council formed to govern the joint affairs of the fledgling
Time of Light, before the shattering of the Mirror, and thus alliance. In memory of the man who had led them to victory
their churches worship the former Celestians—those that and laid the foundation for its creation, the governing body
oversaw a world in balance. became the Council of Rhor and the alliance itself known as
the League of Rhordia.

10
Background
have the same recognition as somewhere like Valentica,
the League is a destination for many academics, historians,
and skilled tradesmen seeking a good life and education.
The individual city states are still governed by their own
nobility, but the dukes from each have a seat on the
Council, which rotates its Chair every eight years.
In all states, the Church of the Children is prominent
and the Chaplain of the Church has a seat on the council,
ensuring the Church plays its part in keeping the alliance
together. Unlike the Basilean religion, however, which
indoctrinates an introverted and hidebound mentality, the
Church of the Children encourages open debate and supports
advancements in science and technology.

Long-time neighbours, the halfling shires joined the League


several decades after its recent rebirth. Originally the
halflings were simply local trade partners supplying food and
tools. However, several extremely harsh winters followed by a
devastating plague, which swept up from the foothills of the
Dragon’s Teeth Mountains far to the south and into Rhordia,
saw the shires sheltering refugees and providing much
needed aid. In return, the dukes proffered the idea, and
eventually agreed, to offer the shires a seat on the Council
and a place in the League. After a protracted debate, which,
to the Council’s exasperation, lasted almost three years, the
shires agreed to formalise their membership in the League.
The shires’ administrative assembly agreed to put forward
their own shire captains as candidates for their Council seat
with no one single individual sitting for more than the same
eight years as the Council Chair.

Since its creation, the League has rebuilt many times and
grown prosperous in its own way. At various times its power
and influence have grown and diminished, but it has become
a significant, if still small, player in the realms of men.
During the War with Winter, the League suffered terribly
at the hands of the ice demons and frost hounds that swept
across the lands from the north and west. Three of the cities
were all but destroyed, their colleges and churches ground
to nothing more than a pitiful moraine by massive walls of
crushing ice. Towns and villages were mauled and smashed
by ferocious snow trolls, tricked into an evil pact by Winter
herself.

This was arguably the League’s most fragile time, and if it


were not for the pact of mutual protection and support, there
its history would have ended. For a long time following
the end of the war and the floods that followed,
the League painstakingly grew and rebuilt,
overcoming many set-backs and even two
major civil wars.

In the last two hundred years, the League


has once more begun to prosper and develop.
Its cities are expanding, and while it doesn’t

11
Background

Members of the League for well over a hundred years, the majority seem unconcerned and little has been done to stem
shires have become the breadbasket of Rhordia and the the tide. The shires have abstained on most recent policy
loyalty, cunning, and ingenuity of the halflings are highly votes and have, even more recently, stopped attending some
valued by all League members. In the decades that have Council sessions altogether.
followed their joining, many of the states grew to have
significant halfling populations and their appearance became The League’s army is made up of professional human
commonplace everywhere across the lands of the alliance. soldiers from the towns and cities, with all states providing
However, in recent times, there is disquiet in the shires and, troops to a common standing army. Sometimes mercenaries
within the halls and burrows of the assembly, whispered are used—the common sell swords who will take coin from
conversations talk of seceding altogether. There is discontent all the warring human realms. The College of Warcraft in
due to the increasingly isolationist and nationalistic politics Eowolf has seen a few, now legendary, halfling engineers pass
and sentiment they believe is infecting the Council and through its doors.
some of its more influential members. Strange new advisors
Halfling regiments and battalions once formed a strong
have appeared in the courts of the barons and some Council
and important contingent within the armies of the League
sessions have expressed open admiration for the work of Lord
of Rhordia, and while the shires remain members of the
Darvled, counter to the League’s normal enlightened and
League, they will fulfil their minimum military obligations.
progressive philosophies.
But the numbers of halflings within the ranks of the League
Fewer and fewer halflings have been seen in recent times forces is diminishing, while the army of the shires must
as an informal migration back to the homelands has begun. surely be swelling as a consequence.
While some voices on the Council have raised alarm, the

12
Background
The Brotherhood
The origin of the peoples and kingdom of the Brotherhood Order of Redemption fell in battle, their suits of armour were
are lost to all but the most informed of scholars in the installed into the heart of the Brotherhood’s fortress, the
wake of the Time of Ice. Theirs was one of many kingdoms amphitheatre-like hall known as the Council Chamber. The
swallowed by the Infant Sea’s rapid expansion following Captains’ Council sat on the stage and the knights up on the
the vanquish of Winter. As they returned from the north surrounding benches. Every knight had an equal right to put
following her defeat by Valandor, they were met by the their opinion before the Captains’ Council, regardless of rank
bedraggled survivors of their kingdom fleeing the devastation. or experience. The central seat on the stage was left empty,
All that remains today is the mouldering ruins atop the to represent Valandor, under the belief that the righteous
Forsaken Isles. decisions made in the hall were guided by his noble spirit.

As the forces of the alliance returned southward, Valandor


realised the full implications of Winter’s demise. Desperately
he halted and prepared to try and prevent the impending
flooding as the ice melted. The Brotherhood’s ancestors

knew that their own lands were under threat, and so a
great many of them also stopped the long march south and
remained to aid Valandor. As the last desperate remnants of
Winter’s forces sought to bring him down, the Brotherhood
prepared to sell their lives dearly so that Valandor could
concentrate on the great magic he would need.

Valandor infused the armour of many knights with water


magic, summoned great beasts and water elementals to aid
them, and demonstrated to the sorcerers how to control them.
Departing the Brotherhood and the remains of the alliance,
he left to endeavour to avert the disaster and was never seen
by those warriors again. Although Valandor’s magic and
armies were ultimately successful at annihilating Winter’s
forces, he was unable to prevent worldwide destruction, and
the Brotherhood’s kingdom was one of many that disappeared
beneath the waves that later formed the Infant Sea. The small
part of the population that was able to escape made their way
northward and ultimately united with the surviving army.

Desperate for purpose as a faltering civilisation, the


remainder of the Brotherhood dedicated themselves to
ensuring that evil would never rise again to threaten such
catastrophe. Settling north of Basilea, the Brotherhood
established a forbidding fortress facing the Abyss, and thus
began the Eternal Watch of a proud and resolute people over
the heart of evil.

The Knights of the Brotherhood swore great oaths dedicating


their lives to one purpose: hunting down and eradicating
the agents of the Wicked Ones wherever they could find
them. Those knights whose armour had been ensorcelled by
Valandor became the Order of Redemption, taking on the
burden of fighting the fiercest enemies as penance for the
failure of the forces of good in fully protecting the world
from Winter’s aftermath. Over time, as knights from the

13
Background

Valandor’s vain sacrifice to try and save their homeland side. From the south, the legions of Basilea marched to war
was already considered an act of great nobility by the and paladins, sisters, villeins, and knights fought and died
Brotherhood. His actions were perceived as an act of shoulder to shoulder. Bonds were made, but more were
martyrdom and following in his footsteps became a subject of broken. Attrition began to take its toll.
almost religious devotion. Between battles and training, many
knights could be found in meditation and contemplation in Whereas the forces of Nature and Basilea could more readily
the Council Chamber. On one fateful day, on completing call upon reinforcements, the Brotherhood were battling
his period of reflection, one knight felt an unwavering with a depleting reserve. The ranger, Swain, fought like a
compulsion to lay his hand on one of the blessed suits madman, stories of his exploits being recounted from across
of ensorcelled armour, an act that had previously been the front lines, spanning an almost impossible tract of land.
unthinkable. In a flash of searing blue light, a portion of the But even the feats of their heroes and the support of their
elemental water magic was bestowed upon the knight, and he immediate allies couldn’t prevent the destruction of the
became the first new recruit into the Order of Redemption. Brotherhood’s lands and dwellings. Castles and outposts fell
Over the years other knights felt the same calling to touch a one by one and many were abandoned in favour of more
vacant Armour of the Tides, and the Order of Redemption defensible or strategically valuable locations.
established itself as the mightiest and noblest of the

Brotherhood’s warriors.

Brotherhood society existed on a permanent war footing, with


every member of society fulfilling a function to support their
unending quest to thwart the forces of darkness. A line of
smaller fortresses and watch towers, stationed and operated
by one or more of the orders, formed a first line of defence
against the Abyss, guarding the borders that led to the lands
of men. The Eternal Watch meant that military training of
some degree was compulsory for even the lowest peasant, and
everyone was required to maintain at least basic weapons to
defend their lands and farms or supplement the armed forces.
Thus the Brotherhood could put a wide spectrum of soldiers
into the field: noble knights, standing soldiers to support the
knights, and peasant militia for when forces were stretched
thin—alongside the mystical water creatures it could summon
to the field.

Although much of their


activity took place in
the shadow of the Abyss,
bands of the Brotherhood roamed
far and wide, lending aid to any who faced the forces of
darkness. As time passed, the Basileans’ relationship with the
Brotherhood became one of ostensibly cold, or even arrogant,
indifference. Whilst “misunderstandings” had, on occasion,
been settled on the field of battle, the proximity of the Abyss
proved a strong enough incentive to avoid open warfare
between the two kingdoms.

When the Abyss swelled and the demonic legions poured


forth, the Brotherhood were one of the first to face the
onslaught as the scorching hell-fires torched the earth
and the hordes of evil spilled across the land. Lifetimes
of training and preparation heroically stemmed the tide
and even pushed back against the horror in places, but the
Brotherhood took severe loses and were eventually put on
the back foot until help arrived. From the forest of Galahir,
the Green Lady’s forces swelled the ranks of the Order of
Redemption as man, beast, and elemental fought side by

14
Background

15
Background

The final blow came with the catastrophic conclusion to Fierce disagreements erupted between the Exemplars as the
the war—the drowning of the demonic maw. A bittersweet options were discussed, and while no knights came to blows,
moment for the Brotherhood, the flooding of the Abyss was a the situation drove a final wedge in a shattered people. Some
dagger to the heart of evil but also swept away vast swathes of reluctantly sided with the Basilean proposal. Others argued
their lands and property, sluicing clear much they had built that the Green Lady most represented their interests, loyalty,
and wiping it clean from the earth. and purpose, whilst yet more declared that the Eternal Watch
should exist everywhere, not tied to one place, unless that was
The survivors lacked the resources to quickly rebuild and to mean a return home to the ancestral Forsaken Isles.
re-establish the Eternal Watch to even a vague shadow of
what it had been. The political schemers of Basilea quickly And so the Brotherhood continues to survive, albeit in a
began courting the remaining Exemplars and offered their fragmented form. The Orders of the Brothermark and the
support in rebuilding the Brotherhood’s fortresses, for surely Green Lady have both been born from the remnants of the
the quenching of the Abyss would only be temporary. Such old Orders. These institutions still live on in the hearts of all
support was of course not without some distasteful and, to the Brotherhood, however, especially the roaming groups of
many, unacceptable conditions. The Brotherhood would more those that seek out darkness wherever it lurks and wander the
than ally themselves to the Hegemony—they would become land in small warbands, hunting evil in every corner. Swain
part of it, and while they could retain some of their traditions maintains links with new orders and refugees alike, passing
and military doctrines, it was clear that their culture and on messages, keeping stories and history alive. His great hope
military expertise was to be absorbed. is that one day the Brotherhood will reunite, but at least for
now the Eternal Watch is very much still alive.

16
Background
Varangur
The chill lands of the north of Mantica have been home frozen wastes on great expeditions by land and sea, raiding
to the warlike clans of the Varangur for thousands of the fringes of every great empire. Word spread, and coastal
years. While most men were drawn toward the Republic settlements feared the inevitable raids of these warlike and
of Primovantor during the Age of Ice, the Varangur alone bloodthirsty savages. The clans began to thrive and their
stood resolute in their great halls. Instead of fearing and primeval god swelled with power, wreaking havoc in the wake
retreating from the frigid cold, they embraced it, masters of of the chaos Winter was sowing.
the wild tundra and the slopes of the Ice Mountains. The
Varangur’s stubbornness was only surpassed by the dwarfs’, After decades of ever more aggressive and violent raiding
and it was this more than anything that compelled them to and pillaging, the High Consul of Primovantor ordered a
stay. They shunned the outside world and became insular great fleet to sail north and crush the Varangur once and for
and disconnected. They had rejected all the new “gods” and all. Mere days after the fleet set sail, the War with Winter
sought something more. came to its apocalyptic end. Primovantor was destroyed by
the birthing of the Infant Sea which rushed in to drown the
And something was watching, waiting. Something realms of men. The fleet was never seen again.
immeasurably old was stirred into life. Once-omnipotent eyes
turned their gaze on the Varangur, looked into their souls, As the Infant Sea engulfed the Republic and the Age of Ice
and found what it needed to return. drew to an end, the world was in upheaval. Korgaan was
using all its nascent power to protect its grip on the mortal
But this was not a remnant of the former Celestians, those realm as the world around took on its new shape and the
who were worshipped by the great realms of the elves, dwarfs, clans’ faith was wavering. The old god saw courage and
and men of the south. This was an ancient and malevolent confidence replaced by fear and uncertainty. It had woken
thing, a deity long neglected that had become nothing more into a new world, a world of new half-gods and rivalries,
than a forgotten imprint on the world. A memory of an and it would not give up its precarious foothold so easily. Its
immortal past, a mere fading shadow. Once pushed aside mortal followers must be absolute in their belief, purpose,
by the Celestians and discarded by the mortal races, it now and worship.
reached out, a whisper in the ears of the skalds and magi
of the Varangur, probing and exploring. As time passed, the
shadow-god grew bolder and the ensorcellment grew stronger.
Gods can only truly survive if something believes in them and
this one had found a new source of faith and mortal emotion
on which to feed. Korgaan had found a way back.

The basest mortal emotions are the most malleable, the


easiest to control and provoke: hate, anger, jealousy, and
ambition. They are also powerful, if anarchic, emotions,
and in the presence of conflict and war, both within and
without, the source of Korgaan’s nourishment bloomed. The
old god began to weave the cords that would re-bind it to the
world ever tighter. Appearing to the clans in three different
guises—Warrior, Reaper, and Deceiver—it united them with
a strengthened desire to wage war on the world, but divided
them with a distrust of each other as they strove to
seek approval from whichever face of Korgaan they
followed.

This being, Primogenitor and once-god


of Air, was both fickle and cruel. It
began to craft a new culture in
its image, and the Varangur
started to venture out once
more, south through the

17
Background

Korgaan led the clans to war against the armies of the regional stability on a wider scale. The Shattered Clans, as
Wicked Ones, the deceitful and insidious deities imprisoned they have become known to the outside world, seem mostly
in the hell-fires of the Abyss, the treachery of their forebears contained. For now.
not forgotten. Crossing the treacherous Frozen Sea, a vast
horde of clansmen cut a bloody swathe through the edge As for the Varangur themselves, those in Korgaan’s favour—
of the Ogre Lands and into the heart of the craggy, fiery the champions and trusted lieutenants of disorder—may
peaks that ring the infernal scar of the Abyss. Driven by the have strange and wonderful gifts bestowed upon them, but
omnipotent will of Korgaan, the fanatical clansmen pushed those that cause displeasure are quickly cast aside. The clan
all the forces the Wicked Ones could muster right back to the warriors’ battle skills are constantly honed against each other
edge of the Abyss itself. All but spent, the horde of the clans and in minor raids and border clashes with both the realms
claimed victory over the power of the new gods and declared and kingdoms to the south, other, remote northern clans
Korgaan to be the only true, complete god in Mantica. The and, more recently, with the Northern Alliance. Suspicious
Varangur retreated north, the survivors spreading the word of the secret Talannar Icekin is protecting, the Varangur have
of Korgaan and the time now known to the clans as the tried both subtle and direct approaches to discovering what
Reckoning. it is that is hidden behind the walls of Chill. While many
northern tribes and clans have sworn allegiance to the banner
As Korgaan manipulates the lives of the Varangur, the of the Alliance, the Varangur remain deeply mistrustful and
threat they pose grows ever more real, like a sinister and hostile toward it.
malignant cancer lurking in the north. Many fear that
another Reckoning may come and whether the Wicked Wary of the revenge the Wicked Ones are surely plotting
Ones will again be the focus of the clans’ attention is hotly for the Shattered Clans’ hand in the defeat of the Abyss
debated. For now, the outside world sees a fractured society, in the Green Lady’s war, the old god Korgaan bides its
with bloodthirsty disputes and skirmishes preventing any time, growing ever stronger as the clans begin their slow
meaningful or long-term alliance that would threaten and insidious spread into the world, preparing to revel in a
maelstrom of havoc.

18
Background
Salamanders
The Salamanders form but one part of the race known as the Soon, their domain stretched to the very edges of the land
reptilians, but as they are the most frequently encountered and they began their first steps toward becoming a seafaring
members of that race, the wider world tends to refer to the nation. Against all odds the reptilians took to the nautical
race as a whole by their name. life as naturally as if born to it, and their small expeditionary
flotillas grew and swelled into a mighty fleet which would
The reptilians are an ancient species, descendants—after a travel the globe, becoming one of the most powerful and
fashion—of a race brought forth by the Primogenitors in respected naval forces in the world, rivalling even the majesty
the pre-history of the world. In truth, Bhanek found them of the ancient elven fleets. Geography made contact with
unlovely in appearance and dull in process, and quickly grew the peoples of Mantica difficult, and over the centuries only
bored of them, leaving them to do as they wished. During the dwarfs and Ophidians have any significant contact with
the God War, these mighty creatures were sought out by both the reptilians. Further east and south however, the reptilian
sides, choosing the side of the Shining Ones and fighting empire sprawled. Voyages across the Sable Sea took trade
in many battles as they rapidly evolved under the sorcerous and exploration north, too, to the scattered tribes of barbaric
influence of their new mentors. When the God War ended humans that survived in those lands, even as far as what is
and the Shining Ones retreated to their own counsel, the now called Gaer Carrog. The humid jungles and bountiful
reptilians were left with no choice but to try and make their swampy plains so inimical to other races provided much in
own way in the new world. the way of rare and exotic plants, herbs, minerals, and ores
with which to trade with the rest of the world, and they
quickly became a prosperous society driven by its merchant
class.

Mighty cities were raised in the lands of the reptilians,


the various sub-species of their people living together in
harmony—unheard of outside the conurbations. Where each
would take to the environs best suited to their physiology in
the outside world—Salamanders to hot springs, volcanic isles,
and the like; Arkosaurs to warm seas; and so on—in the cities
all would come together, with artificial arrangements of quite
sophisticated design made to keep all comfortable. Each city
The brief, somewhat perfunctory nature of the Shining Ones’ would be ruled over by one of the great clans, supported by
interest in them left little lasting mark on the creatures, who money from the wealthy merchant families. In this way, trade
had already evolved their own culture, traditions, and beliefs. drove the development, expansion, and rulership of the cities.
Not for them the human and elven way of chasing after Any ruling clan which ignored the interests of the merchants
the attentions of the gods, nor the dwarf way of suspicion would swiftly find itself supplanted by another, and the power
and introspection. The reptilians were a practical race, with of the reptilian people as a whole grew immensely as the
compassionate hearts and an abiding sense of natural justice. merchants consolidated their position and the Clans ruled in
These qualities have remained with them throughout their their favour.
long history and have shaped them as they endured through
the same tragedies and upheavals as other races into what Over time, one Clan city rose to pre-eminence, thanks not to
they are today. the merchants but rather to the individual born there who
would rise to be the most important, influential, and revered

A Species on the Rise Clan Lord in the history of her species. Her name was
Kthorlaq, known to this day as the Deliverer.
After the God War, the land was much changed and the Kthorlaq’s birth was an auspicious one. Even among the
reptilians found themselves isolated from many of the clutch of Royal Eggs, hers stood out, being yet more massive,
Noble Peoples who still resided in and around Mantica. smooth, and pale of hue than any of the others. Down
Originally living in the fertile rainforests of the central one side, the shell bore a dark red swirling pattern, a sure
basin, far east and south of Abercarr and Ophidia, the mark of greatness for the occupant in the traditions of the
race was one naturally at ease in warm, humid climes and reptilians. The clutch mothers shivered in equal parts fear
rapidly expanded the bounds of their empire, unfettered by and delight, knowing that such a sign could only be an omen,
the chains of the more dominant civilisations at the time.

19
Background

but knowing not whether it presaged continued greatness for


the Fire Clan or the bringing low of their great city. All they
knew was that this one would be different, and so from the
The Sundering
There was not long to wait. Within months of Kthorlaq
moment her egg first cracked open, Kthorlaq was watched
reaching maturity and rising to take leadership of the Clan
incredibly closely.Unsurprisingly, she was the largest of
and the city, disaster struck the whole world.
her clutch when born, and she grew at an astonishing rate.
Within a handful of cycles of the moon, she was showing The coming of Winter struck the reptilians early and hard.
intelligence and perception way beyond expectations, and The oceans began to shrink as the ice grew, making seafaring
within a few years her tutors had nothing more to teach more difficult by the day until it became impossible. The
her. Before she reached full physical maturity, Kthorlaq was unseasonable cold destroyed their crops and livestock and
dispensing wisdom to the Elders of the city, and Elders from the very blood in their bones began to thicken, making them
other cities and clans flocked to see her and to hear her speak sluggish and weak. In a very real sense, the advance of Winter
on many matters great and small. The power of the Fire Clan was killing the reptilian people.
grew beyond even what it had enjoyed before, and the city
prospered and became the natural capital of the reptilian Then came the glaciers, advancing implacably across the
people. land, before them riding the various evil forces conjured
by the spiteful Wicked One. The armies of the reptilians
fought as bravely as any other, but they were at a particular
disadvantage and the Noble Peoples were of little assistance—
both distance and their own troubles too great. Slowly, the
Great Clans began to be driven one by one from their home
cities, retreating across the land as they desperately fought to
escape the clutches of the cold.

Kthorlaq, seeing that her people could not defeat the advance
of the ice, issued a decree that all Clans should abandon
the great cities and surrounding lands and flee to the west.
Reptilians are a proud people, with a noble sense of justice,
and many warriors chose to defy her order, instead remaining
to buy their fleeing kin as much additional time as possible.
At the gates of the great Temple City of Haelthorn on the
very western edge of their lands, fourteen cohorts of these
As much as her Clutch mothers rejoiced, they were also warriors from cities that had fallen to the onslaught rallied
wary, for Kthorlaq was seer-touched and would make various together to make a final stand against the advancing forces of
predictions large and small. Her everyday predictions were Winter.
eerily accurate, and this concerned them because of the
largest prophecy that Kthorlaq had recited since she was very Knowing that there was no chance of victory, the reptilians
young—that the Clans would all be reborn in the shadows of nevertheless stood and fought, determined to sell their lives
the three kings of fire. Some speculated that her visions were as dearly as possible in defence of their people and their
premonitions of a war with the enemy to the east. Reports leader. The battle fought there was a titanic one, thousands
had arrived of vicious fighting and territorial expansion that of reptilians standing shoulder to shoulder to receive a
severely threatened the far borders of the reptilian empire. charge which had buckled and trampled whole legions of
What this prophecy truly meant—if anything at all—was other races. Even as their very blood froze in their veins, the
unclear, but as every other of her prophecies came true, so reptilian warriors fought on until the very last one remained,
the wisest began to ponder ever more closely the words she atop a hill of his fallen comrades, the corpses of various ice
spoke. demons and other abominations piled at his feet. It is said
that Winter herself came forth to dispatch this remaining
thorn in her side, her rage at being delayed so long enough
to overcome her natural caution as she hid from Valandor.
With contemptuous ease, she obliterated the lone Salamander
utterly, and the advance could continue.

20
The brave sacrifice of the cohorts had bought valuable time
Background
Decades rolled by, the reptilians remaining safe within their
for Kthorlaq and her people. Many thousands still perished in haven, the Mage-Priests listening to the slowly dwindling
the long flight west, succumbing to the cold or the harrying song of Kthorlaq they perceived in the weft and warp of the
forward elements of Winter’s invasion, but many more magic which protected them, the various sub-species of their
survived as their journey took them across frozen seas and ice- people taking to the most suitable parts of the mountains
blasted plains and into the mountainous regions of Abkhazla. which now formed their home. Over time, as the song grew
Reluctant dwarf hold lords allowed them passage through the weaker in the perceptions of the priests, it seemed that the
passes that were still open, put refused to let the refugees use shield itself grew thinner, and the people girded themselves
the safer tunnel routes. Finally, starving, battered by cold, for a final conflict with Winter that none expected to survive.
and almost on their knees from exhaustion, the reptilians The priests tried to keep the faith, sure that their mighty
came in sight of three great smoking peaks in the mountains, queen would not have failed them, but as the shield began to
and Kthorlaq, herself at the end of her own impressive visibly weaken, and the hordes prowling outside grew larger,
endurance, declared that they had found the place that would they began to wonder if Kthorlaq’s auspicious birth had been
be their haven. To her, the three peaks rising before them an omen of mighty doom for their people after all.
were as familiar as her own markings—here were the three
kings which had lived in her mind’s eye since she had first Finally, as the shield stretched paper thin and all seemed
learned to see the future. lost, Valandor bested Winter in the final battle of the war.
The barrier shattered with the vanquishing of the Wicked
One. Then came the backwash of her magical energy being
released, a chaotic outpouring of her powers which streaked
across the globe, undoing much that she had put together in
one final act of spite. The backlash murdered every one of her
followers and undid the bindings of the mighty glaciers and
ice sheets in unnaturally rapid fashion. Flood waters began to
rise uncontrollably across the world, and whole civilisations
were drowned and wiped out as the face of the world was
changed forever. To the reptilians, however, the effects of the
magic were more direct.

What happened next is unclear, as the histories of the Something in the magic of Winter’s passing reacted with the
reptilians are threaded through with legend and myth, substance of the magical barrier that had protected them, the
passed on in an oral tradition which stretches back to the two energies meeting as the shield cracked and the resultant
dawn of their people. Hence, when their recollections talk fusion arcing back into the upper reaches of the mountains
of the last great sacrifice of Kthorlaq, it is not clear what themselves. The Salamanders, naturally drawn to the thermal
is literally meant. Some argue that the warrior-seer, driven vents atop the mountains whence the smoke issued, bore the
to the very precipice of total exhaustion, simply used her main brunt of this feedback. The changes wrought on their
remaining strength to cast one final spell, giving up her life bodies were terrifying but powerful—their bodies wracked
through over-exertion to save her people. As the reptilians with spasms, they were afflicted with a deep cold which could
have it, Kthorlaq finally fulfilled the destiny she had always never truly be warmed, causing them to need greater and
been marked for, the strange markings on her hide glowing greater heat to stop the icy chill of Winter from stilling their
brilliant white, and the mighty queen then disappearing with hearts. Some say that the collision of the two magical energies
a thunderclap, becoming an all-encompassing magical shield was a final conflict between Kthorlaq and Winter, one that
around the three peaks that protected her people and spoke to continues to this day in the veins of every Salamander, fought
them long after she had gone. Whatever the precise truth, the in their blood. Certainly, though fire seems to run through
facts speak for themselves—a great magical shield enveloped them, expressing in ashy breath and a smouldering gaze,
the peaks of the three mountains, and under their protection, Salamanders always seek the warmest climes, the hottest
the surviving refugees from the great exodus west gathered fires, as though in spite of their blistering heat they are never
and were safe from the predations of Winter and her minions. truly warm.

21
Background

In the aftermath of the Sundering, the reptilians came down This fire is not enough on its own to sustain them, however,
from the Three Kings and rediscovered their love of the seas, and they must periodically recharge their internal fires, lest
fashioning a new fleet and taking to the Infant Sea to find they succumb finally to the chill. Younger Salamanders have
new homes in the islands scattered across it. In the centuries the fire burning hottest within them, able to go weeks or even
since, they have raised new temple cities and grown a strong months at a time with no need for external replenishment of
naval presence, the scourge of pirates and other rogues their heat. It is for this reason that the ranks of the reptilian
who would visit evil on the waters. The ghost ships of the armies are mostly swelled by these younger warriors and why
Ahmunites haunt the Straits of Madness and small fleets of the general reputation of Salamanders among other races
Ahmunite bone-hulks are a constant menace and distraction is as fiery, wrathful individuals. Some even take a lonelier
for patrolling frigates from the Salamander navy as they path, becoming adventurers and mercenaries for hire. All
police the waters of the Infant Sea. eventually require the nourishment of fire to stave off the
cold.
They have long memories as a people and have never
forgotten the sacrifice and example of Kthorlaq, nor their As they grow older, their skin hardens and darkens, becoming
own debts such as that owed to the Lady. Detachments of a deeper hue of red, and the time they are able to spend away
their kind may often be found fighting alongside other races from the fires diminishes. Though heat from any source can
for worthy cause, and they maintain a permanent presence in be used to sustain them, the purest and hottest fuel is to be
Galahir, ever ready to answer the Lady’s call. The Arkosaurs found in the Three Kings themselves, perhaps touched by
and Salamanders between them are the most dominant the spirit of Kthorlaq. Regular pilgrimages to the mountains
species in the new order, and it is by their hands that the are a feature of Salamander life, and in the fiery caverns
majority of the rebuilding of the reptilian empire has been and lava flows they reinvigorate their inner fire and reforge
done. their weapons, emerging renewed and ready to fight once
again. Eventually will come the final pilgrimage, the end
Though strongly reptilian in appearance, the original of a Salamander’s days where they will return to the fires
Salamanders were actually amphibious, warm-blooded once more and lay back in the fire pit a final time, the flesh
creatures who evolved the tough scaly side and muscular melting from their bones that themselves turn to ash, their
appearance common to reptilians over thousands of years. very essence absorbed back into the fires, ready to invigorate
Winter’s curse completed the transformation in a fatal way, the next generation. This is a ritual of great significance to
instilling the death-chill of Winter’s ice into their very the Salamanders, and they firmly believe that the experience,
blood, where it wars alongside the white hot fires that were wisdom, and power of previous generations of their kind are
Kthorlaq’s final blessing to them. wrapped up in the healing fires. It is for this reason that,
whatever the obstacles, every Salamander will return to the
Kings where possible.

Some of their younger, more adventurous kind, not yet ready


for the solitary life of an adventurer or mercenary, volunteer
in the navy as muscle for the fighting crews. No more than
a dozen or so will tend to be found on any one ship, their
boisterousness being one factor and the sea captain’s natural
aversion to fire being another. Nevertheless, their usefulness
in battle is inarguable, and they are somewhat reluctantly
accepted by captains who calculate that their usefulness may
outweigh the risks. In truth, many such Salamanders do not
last long at sea, their natural hot-headedness demanding
a sense of adventure that the voyages of most ships in the
navy can seldom provide, and a captain will often find—with
a sense of gentle relief—that he has lost one or more of his
Salamander compliment at a port as they run off in search of
more immediate action.

22
Background
The Ghekkotah The Arkosaurs
A shorter sub-species of the Salamander lineage, and
Forming the majority of the builders, merchants, and
perhaps the evolution of a failed experiment by the
administrators of the new empire, the Arkosaurs tend
Primogenitors, the Ghekkotah most closely resemble
to a peaceful, more introverted role in the affairs of the
the now extinct Gheko race. For some reason, the same
reptilians. Though they form the majority of the manpower
magic that transformed their Salamander kin left them
of the fleets of the empire, they do not mix comfortably
entirely untouched, and they continue to be warm-blooded
with other races, and even when in port they tend to
creatures to this day.
remain on the ships, leaving Salamanders to go forth and
Intensely social, they are always to be found operating deal with matters on land. When Arkosaurs do venture
in large groups in any task. Though they are rarely to be into foreign lands, it is usually brief, but they are always
found in the great cities, preferring to live in their own impeccably attired and courteous.
small villages and collectives in the plains and jungles
The officer classes within the navy have adopted an
surrounding the Three Kings, they have an intense and
amalgam of uniform styles from the many cultures within
fierce loyalty to their other reptilian kin and are often to
Mantica that they have admired from afar, and the result
be found in their armies.
is often eclectic and confusing for those dealing with them
Given their small stature and apparently boundless when trying to determine hierarchy formal etiquette. Those
courage, there are many specialist functions they can fulfil few who have had direct dealings with them in the outside
in a Reptilian army, including scouting before the main world describe lithe creatures with smooth, pale green or
advance and providing aerial cover from the back of jrooka, blue skin, sly features, and cunning yellow eyes.
which they are small enough to ride quite easily.

23
Background

The Ordeal of Fire


The lives of reptilians, and Salamanders in particular, are
dominated by ritual and tradition, mostly linked back to
Kthorlaq, whom they venerate above all else in the world.
Built into this devotion is a stirring sense of responsibility
and self-sacrifice in pursuit of the betterment of their people
and the protection of their civilisation. Nowhere is this more
evident than in the ritual known as the Ordeal of Fire.

Usually restricted to those warriors who have proven


themselves many times over in battle, occasionally the ritual
can be carried out where a youngster has achieved some great
deed or famous victory against the odds. Whatever the case,
the ritual is not to be undertaken lightly, for although it
grants the individual great power and strength, it does so at a
cost.

The exact details of the ritual are unknown to any save the
secretive priests beneath the Three Kings who administer
it and those who have endured it. All that is known is the
effect—the fire within the individual Salamander is stoked
to immense levels such that their eyes glow permanently and
to stand in their presence is to be scorched by the intense
heat that radiates from glowing cracks in their flesh. These
individuals march with the power of their ancestors in their
steps, and their wisdom in their every command. Much
revered among their kind, they are looked to as leaders and
great warriors in battle.

The cost is to their lifespan. Even a Salamander’s veins


can only run so hot, and the vast energies of the fire that
courses through them after the Ordeal takes its toll in years.
However, such individuals will never need to return to the
Kings to replenish their own heat, for it will burn furiously
for the rest of their life, and they will go forth further and
deeper into the dark places of the world to fight. When
such a champion falls, the reptilians will risk anything and
everything to bring his body back to the Kings to be absorbed
into their fires. To date, not one such champion has failed to
be so delivered, and should this ever change, it would surely
bring calamity to the reptilians.

24
Background
The Twilight Kindred
Elves are as capable of evil as good, and although most choose attentions of the young and seemingly curious Celestian
a life of righteousness, there are those that walk a different known as Oskan. While contact was often brief and sporadic,
path; a path of hubris, vice, and wickedness. They are to be Oskan seemed to display a bond with the elves and hinted
both pitied and feared. at great changes soon to come with wonderful gifts bestowed
upon the mortal world. Oskan began to teach the elven arch-
To the east of Elvenholme, in those empty places that fill the mages how to travel the paths between worlds themselves and
space between the remaining lands of the Eastern Kindred walk in the footsteps of the gods, luring them ever further
and the Kingdom of Ophidia, the desert holds a terrible away from their bodies, testing their minds for his own
secret. Far from any caravan route the desert hills open up amusement.
into a vast round hole. Fringed by cliffs and slopes hundreds
of feet high, this pit itself is sheer-sided and seemingly One day, the entire Conclave were invited deeper into the
impassable. To be lost in the desert and reach this place paths, beyond the mists of time, with Oskan leading and the
would be torment, as upon the floor an unbroken canopy elves displaying an almost childish glee to see the wonders of
of green can be seen, surrounded by a lake. Waterfalls cut the galaxy and other, unimaginable planes of existence.
quickly and cleanly through the parched air, raising cool
mists. It is an oasis, a green jewel in the endless brown wastes
of Ophidia, but there is no way down to this verdure, no way
to wash the bitter sand from the mouth, and it is ringed with
the skeletons of those who found it and perished within sight
of salvation.

In any event, to attempt the descent would be foolish in the


extreme, and not only because the forest is home to huge and
terrifying reptiles. This is the Mouth of Leith, also known
as the Pit of Despair. It is the site of the former elven city of
Ileureleith. When Elinathora smashed the Fenulian Mirror, chaos
erupted, and sorcerous turmoil swept across the land and
It is the gateway to the lands of the Twilight Kin. skies as the bodies of the Celestians were ripped in two. As
Oskan’s body was split in twain, the backwash of cosmic
The once proud and majestic city of Ileureleith was a hub
energy shattered the bodies, minds, and spirits of the conclave
of trade and academic sharing. A portal for the world to the
around him. Acting as a conduit for this devastating surge
lands and learning of the elves. Academics and mages from
of raw power, the mortal bodies of the elves formed the
across the globe would make epic pilgrimages to the city to
epicentre of an explosion that utterly destroyed Ileureleith.
learn the secrets of the ancients, to philosophise and debate.
The souls of the entire population and all living creatures
Knowledge and wealth were not the only outcomes of this free
for miles in every direction were torn from the mortal plane
intermixing of cultures, though. With it came strange ideas,
and scattered across countless dimensions; the screams of the
different thinking, and a new curiosity. Despite warnings
victims echoing across both time and space.
from their elven kin from outside the city bounds, individuals
and groups began dabbling in new sorceries and exploring Reeling from the cataclysmic event that left an enormous
realms that mere mortals had no right, or understanding, to crater in the earth, the survivors from the surrounding lands
venture near. The founders and their followers among these and their sympathisers gathered. As the world around them
mysterious factions became known in whispered conversations spiralled into the madness of the God War, the survivors
as the Twilight Kin. banded together and retreated into the hellish pit that was once
their home. Their thinking and behaviour became increasingly
The elven Conclave of Heaven was a secretive intellectual
disturbed and warped and they yearned bitterly for their lost
project whose members met in the Citadel of Leith at the
brothers and sisters. The sorceries they had toyed with in the
heart of Ileureleith. The Conclave, in its arrogance, was
years leading up to the devastation now flourished, and the
devoted to the study of higher consciousness and the nature
name Twilight Kin was openly adopted, desperate as they were
of divinity, greedy for both knowledge and power. Having
for a shared sense of identity in their time of need and to find
already facilitated the arrival of the Celestians, the pinnacle
a way to rescue their people from the ether.
of the Conclave’s achievements came when it attracted the

25
Background

Slowly, as the world came to terms with the new order in the
aftermath of the God War, the survivors began to build their
city anew, deep inside the site of their most tragic past. Other
The Pit of Despair
The Pit of Despair, the Mouth of Leith, is the home and
elven cities and kindreds still shunned them, although many
powerhouse of the Twilight Kin. Under the sands is a
also secretly viewed them with great pity for how they had
network of caves so extensive they have never been fully
fallen. The survivors began to try and integrate themselves
explored. Water-bearing rocks nourish it. Caverns extend all
back into elven society, openly at first, but with stealth
the way to the sea, where the slaving fleets of the Twilight
when they were turned away. For long ages the Twilight Kin
Kin are based. Dwelling in the bowels of the earth has
became a network of secret cabals within respectable elven
wrought changes upon the fair elven form. These elves
society, whose membership was made up of the jaded and
are unusually pale or even blue-skinned, like some among
perverse. They would meet under dark skies to celebrate the
their cousins, the Fey. They dislike sunlight and are morbid
shadowy sides of the Celestians, feeling great empathy for the
of humour, cruel and wicked. No torment is too great to
Wicked Ones who had been ripped apart and left incomplete,
be inflicted on others for their amusement. Their cruelty
much as their people were.
is fuelled by the horrors suffered by their ancestors and
Unheeding of the lesson history had taught them, magically the insatiable desire to return their souls to the mortal
gifted members of these cults sought out the attentions of the realm. Thus, all manner of unspeakable experimentation is
Wicked Ones. Flattered by the worship of the most ancient of performed on their innocent victims as they try to reverse
races, the Wicked Ones provided the mages of the Twilight the cataclysmic events from centuries past. Slaves from all
Kin what they desired—quick and easy roads to power. Such over the world labour in their fields and forges, the stinging
collusion was the sealing of the Kin’s downfall and the whips of elven overseers eager to draw blood from those who
Wicked Ones fed upon their bitterness and thirst for revenge displease them. To enter the Mouth of Leith is to enter a
and honed them with the gift of tainted magic. world of unending suffering, as many a creature has been
unfortunate to discover.

The Kin at War


The Twilight Kin are not a numerous race. Lacking the
ability to field large armies of their own elf-kind, they have
become masters of poison, subterfuge, and magic in order to
achieve their goals. Assassins walk the cities of others in the
guises of less reviled kindreds, murdering those that their
seers foresee will cause problems for the Twilight Kin in the
future. Their sorcerous crones are terrifyingly powerful and
can bring demonic spirits to serve them. Thus when they do
take to the field, the forces of the Twilight Kin are packed
with all manner of diabolical evil summoned from the Abyss
and, perhaps more terrifying, the horrors known as the
Nightstalkers. Some insane individuals, those whose minds
With their newfound might, these mage-lords further
and consciousness flitter in and out of the mortal realm, even
corrupted their followers, appealing to the innate arrogance
group together to act as fleeting gateways for the terrors from
of the elves. They were the first people, they said; the true
other planes of existence, allowing the ravenous and tortured
masters of the earth. Too long had they lived in the shadow of
souls of their ancestors temporary physical bodies once more
the other elven kindreds and too much had they given to the
in Pannithor.
lesser creatures of the world. At such a time, when the world
was in healing, their words found a ready audience, and such Their knights are mounted on twisted, unnatural creatures.
elves who could not be turned by their warped reasoning Gargoyles swarm in the air. Lunatics acting as demonic
were twisted by sinister and perverse sorceries. The Eastern conduits make the eyes of their enemies bleed just to look at
and Southern kindreds, in particular, lost many of their them. Striding among the ranks of wicked halberds, demons,
brothers and sisters to the darkness, a secret that is never nightmares, and silent archers with their lethal compound
acknowledged today. Since this time, the threat and influence bows, their fanatical acolytes perform the killing dance in
of the Twilight Kin has continued to grow—a malignancy their wake.
worrying away at the core of elven society and a scourge upon
the civilisations of the world.

26
Background

27
Background

The Herd
Of the many tragedies of the God War, perhaps one of the and breadth of Pannithor while the God War raged, these
worst concerns the genesis of the Herd. As Garkan worked noble creatures were shunned, reviled, and even attacked as
to forge his twisted creations and send them forth, he was enemies. Even the blessing of the Lady herself would not
aided by Dark Kyron, who assisted in tearing apart the very assuage these base fears in the hearts and minds of men, and
essences of many sentient beings and beasts to provide the soon the dwarfs followed, distrustful by their very nature of
raw material for Garkan’s furnace. Once the orcs had been anything suggesting the hybrid or mutant. The elves tolerated
assembled and vomited into the world, Dark Kyron took them, but as the God War continued the Herd became ever
the unused elements tossed aside by Garkan and fired up more of a liability to the armies of the Lady, causing distrust
the soul forges to make his own whimsical creations. These among many of those she would save and making the task of
unfortunate creatures, part noble beings and part beasts, were her forces all the harder at a time when such weakness was
shoved forth, unloved and discarded by their creator into the not needed.
world.

Brave Kyron, the Shining aspect of his twisted kin, saw what
had happened and bent his will to the aid of these creatures.
Alas, he found the work of the forges was irreversible, the
fusion of wildly disparate beings unable to be undone by any
magic he possessed. Instead, to avoid the same fate befalling
them as had befallen the orcs, Brave Kyron used his powers
to heal the damage within their souls and hearts as best he
could, giving comfort and relief, opening their eyes to the
possibilities of a better life than had been intended for them.

Not all listened—some were too far gone in their agonies


and Dark Kyron, spiteful and enraged by his brother’s
interference, stoked the rage and pain within them and drove
them toward the dark, more legions of fodder for Oskan’s
mad crusade.

The others, the ones able to be saved, had their perception


altered, seeing for the first time their place in the world and
retreating into the depths of Galahir where the Lady took pity
upon them. The Herd declared her Mother, the embodiment
of the whole world, and set their efforts to worshipping her
and living to serve her and her realm.

Dark Kyron was not done though, and used his fell
powers to whisper into the ears and hearts of men, setting
them wholeheartedly against the creatures of the Herd as
abominations against nature, to be feared as they feared the
orc. Thus, as the Lady rode to the rescue of men the length

28
Background

29
Background

Eventually, the Lady beseeched them to remain within her or the constant search for meaning of humans, the Herd
realm, guardians of the outer borders of Galahir, set to watch are content. They observe the skies, patiently watching the
for marauding bands of the enemy attempting to invade her unending dance in the heavens as Brave Kyron endlessly
realm while her attention was elsewhere. Proud as they were, pursues his evil twin.
these noble creatures saw the truth behind their new duty,
but cared not. The opinions of men, who to them were too Seen by other races as superstitious and savage, they are in
easily swayed anyway, mattered little, and the guardianship of fact simply at one with their environment, their existence,
the borders gave them the opportunity to repay the kindness and their purpose. When not required to fight, they tend
of the Mother, and to fight against their wayward kin, orcs naturally toward a peaceful existence, managing their crops,
and other foul things that would despoil her realm. It is a hunting, and tending to their people.
duty which they continue to carry to this very day, in Galahir
In battle, they are a disparate but highly capable force.
and beyond, set apart from even their own allies within the
Alongside the forces of the Lady, their ranks are swelled by
Mother’s domain, and much removed from all other Noble
tribal warriors of fauns and satyrs, hulking lycans, brutal
Peoples.
centaurs and flying harpies. Theirs is a diverse people, able
Herd culture is actually far more sophisticated than their to use that variety to deadly advantage. This is even truer
esoteric language and strange appearances may suggest. The when the creatures of the forest rise up to fight alongside
Herd are a brotherhood, joined by shared experience and them and the great tree herders march to war among their
possessed of one of the more astute perceptions and cultural ranks. Were they more aggressive, or less tied to their duty,
memories of any race on Pannithor. They know exactly where the Herd might be a force that would overwhelm the world
they came from, for what purpose they were created, and very rapidly. It is shameful that Brave Kyron is barely
what role their benefactors played in shaping who they are remembered outside of their own kin, as he surely saved the
today. Away from the arrogance of elves, the pride of dwarfs, world in more ways than one the day he saved the Herd.

30
Background
Ratkin
Rats are everywhere. Rats are vicious, hard creatures that Bharzak began to experiment. Consumed by his madness,
can survive in the harshest of conditions, living in filth and he locked himself away while he worked in a frenzy on his
eating worse. They thrive in adversity. The darkest, most project, rarely seen. Strange chittering screeches and agonised
miserable places in the world are the domain of rats. If ever wails came from behind the locked doors of Bharzak’s
a race was destined for slavery, ideally suited for the despair laboratory. After a while, Bharzak was forgotten and a new
and brutal life it offered, it was the vermin. overmaster took his place.

Bharzak the Grim, overmaster of the Gift-Piers of Zarak,


wanted more. More work, more blood, more pain, more
productivity, more sacrifice. More slaves. A seemingly endless
supply simply wasn’t enough.

The fires of the Abyss burn fierce and strong, their baleful
light casting malevolent shadows that flicker and chase across
the sheer rock sides. Between the walls, and within the
warren of chasms, mines, tunnels, and caverns they imprison,
the screams of slaves echo through the endless night as the
rest of their fleeting lives are played out in a never-ending
nightmare of misery, brutality, and pain. Many of these
wretches are from far off lands, seized by roaming slave gangs
and raiders, or are unlucky prisoners from battlefields far Some thirteen years since Bharzak had sealed himself away,
from the Abyss, unlucky that they survived the fighting only the heavy doors opened once more and Bharzak reappeared
to find a fate worse than death. Many more are born into triumphant. As he emerged from his self-imposed exile,
slavery. Some are bred for it. behind him streamed a vast pack of rats, but not rats as they
had been. These were something new, something terrible—a
horrifying hybrid of rats and other races: dwarf, human, elf,
goblin. In their eyes there was a smouldering malignancy and
their rapid, jerky movements were spine-chilling and beyond
natural. Bharzak had bred a new race of slaves, a race he
named Gnorr. Ones that could do more: work harder, work
longer and, with the trait of the race he most desired, breed
more slaves in vast quantities.

With the biggest brutes he had created, Bharzak reasserted


his authority and quickly rose back to a position of power,
even greater than before. Over the years that followed, the
Ratkin became a commonplace sight in the slave dens, and
Issuing a decree to double the number of pitiless creatures their endless supply saw them sacrificed, tortured, maimed,
hurled into the pits to appease the Wicked Ones and worked, and discarded in inconceivable numbers. The Ratkin
working slaves to death with no rest, mercilessly flaying were bred for oppression and were thus cruelly exploited.
them to the bone with cruel barbed horsewhips was not
enough. Bharzak’s insanity and drive was insatiable. Taking  
out his frustrations in an orgy of torture and hideous
experimentation, he butchered over a hundred dwarf slaves,
captured on a recent raid on an Imperial dwarf hold, until
there was nothing recognisable left. In a rage he threw the
last of the body parts before him into the darkest corner, good
for nothing but food for the rats.

31
Background

But they thrive in adversity. The darkest, most miserable As the Wicked Ones writhe and curse the prison that
places in the world are the domain of rats. They watched. continues to confine them, the Archfiends of the Sixth Circle
They learned. They plotted and schemed. have relayed their instructions to the dwarfs who suffered
least from the flooding by the Lady and the Mythicans.
The revolt and breakout was a maelstrom of blood, fur, teeth, Sealed behind the vast doors of their strongholds, the Abyssal
and gore. When they turned on their masters and creator, Dwarfs are now their dark masters’ primary instrument in
they showed no mercy. Thousands of Abyssal Dwarfs died as striking back at the forces of the enemy. Baleful eyes have
the vast pack boiled though the halls on its way deeper into turned toward the Northern Alliance and the disturbing
the earth. Unknown to their overlords, the Ratkin had been flicker of an ancient power that grows there.
preparing for this moment for years. Miles and miles of new
tunnels had been burrowed away from the Abyss, far away in The vanguard of the Abyssal assault on Chill will be
an escape route that could expedite the flight of a new species spearheaded by the Abyssal Dwarfs, who excel at fighting in
of evil, somewhere they could form their own destiny and plot the caves and ice caverns of the northern ranges.
revenge on the wickedness that had spawned them.
And the dwarfs have a deadly weapon that will spread like
More than a century after the exodus, the Ratkin are a wildfire through the tunnels—a plague on the Alliance to
menace that have plagued many of the civilised lands. Tales spread from below.
of savage beasts, of arcane magics and bizarre contraptions
all marching to war. Names have attached themselves to the The rats.
rumours like moths to a flame: The Scourge, Underkin, The
Swarm, Skitterfangs. The Ratkin have learned from their
masters. They have built their own battle engines, having
stolen the knowledge from the war factories of the dwarfs
and fashioned them in their own image. They have learnt
about cruelty and suffering first-hand as they watched from
the shadows as slaves. They saw the iron-casters in their
forges, blending machine, flesh, and magic to construct lethal
artefacts of war.

Despite their history, the self-exiled rats still look to their


creators for inspiration both in war and, for some, even how
they conduct themselves. For now, it’s all they really know.
The dwarfs themselves saw only opportunity in the initial
breakout and continued the breeding program to create yet
more rat-tools and battle-slaves. The initiative is still headed
by Bharzak and there are many secrets he keeps to himself.
Following his near-death at the hands of one of his brutes, he
rebuilt his disfigured body with parts from both Ratkin and
Grotesque, and he is now such a monstrosity to behold, even
the most hardened and debauched Abyssal Dwarfs have to
avert their gaze.

32
CHAPTER 1

Army Lists
33
RULES

Brotherhood

34
Order of the Brothermark
The Order of the Brothermark The vast majority of the Brotherhood villeins and families
that lived off the former Brotherhood lands choose to remain
and help rebuild their lives and homes. The new Order still
When the grand orders of the Brotherhood reluctantly agreed
requires all able-bodied members of society to become trained
to disband, the Basilean generals and politicians quickly
infantry. The Order operates a rotation system of service so
moved to establish their authority and ensure the assets
that these most productive members of society spend several
they had positioned themselves to subsume were taken and
months fighting and several months using their practical
integrated as quickly as possible.
skills to provide food and other essentials and weapons,
In return for the promised financial and infrastructural always required by the fortress garrisons and field armies.
support rebuilding former Brotherhood fortresses lost to the
Those villeins that show sufficient skill-at-arms and courage
war and the flood, including the ceding of land now known
join the ranks of the Paladin Initiates, where they train
as the Brothermark, just over half the newly formed Order
to become fully fledged knights. They are indoctrinated
is comprised of Paladin chapters and garrisons of Men-at-
with both the morals and values of Basilea and the history
Arms sent from the provinces of Nova Ardovakio and Solios.
and traditions of the Brotherhood. Exemplar Paladins and
This in turn has imposed much of the standard Basilean
Chaplains take great care over the Initiates under their
military doctrine and structure on the Order and so most of
command, ensuring the knights of the future have both the
the former Brotherhood knights have joined the ranks of the
physical and spiritual fortitude to face the horrors of war.
Paladins or havebecome sergeants in the legions of Men-at-
Arms. While some Brotherhood traditions were allowed to Initiates that fall short of the standard required to become
persist, and the new Order is quite unique within the vast full knights can still put their training to effective use, either
array of the Basilean armed forces, there is no doubting the by joining the ranks of the Men-at-Arms or re-focusing their
Order’s command structure and where the ultimate power skills as skirmishing units. These swift cavalry groups are
really lies in the new relationship. used most often on the wings of a battle line, to pursue and
cut down enemies that are retreating from the battlefield.
To the knights of the former Brotherhood, honour is
paramount. They would rather fall in the attempt to fulfil an The Order of the Abyssal Hunt has been allowed to remain
oath than live with the shame of breaking one. The hardships mostly intact and, while some former Basilean paladins now
that have befallen the knights in recent years have fostered grace its ranks, their Exemplars have been granted a fair
righteous rage and fury, with many taking the so-called ‘Oath degree of autonomy and licence to operate where they feel
of the Gauntlet’. These knights have sworn to best an enemy best, all along the front lines. The Basilean high command
champion on the field of battle and in so doing, regain some recognised the unique skills the Order possessed—the knights
small measure of vengeance for their fallen brothers. The sign specialising in hunting down the great monsters that plague
that shows the oath is a red cross on their gauntlet – the knight the world of Pannithor. They fight from horseback, wielding
believing that the dead are behind each righteous swing of the great swords and hammers with unparalleled skill. 
sword. This drives those who take it to fight longer and harder
when face–to-face with a champion of the foe.

35
Army Lists

Army Special Upgrades Alignment: Good


Aegis Fragment
Once per game, when this unit’s Iron Resolve is used it can regain a maximum of two points of damage previously suffered,
instead of one. The unit’s Aegis Fragment is then destroyed and cannot be used again for the remainder of the game.

The Gauntlet
The unit gains Duelist.

Army Special Rules


The Brotherhood: Order of the Brothermark list is a Theme List. The Master List for this Theme is Basileans.

The following units may be taken from the Master List:


Men-at-Arms Swordsmen, Men-at-Arms Crossbowmen, Men-at-Arms Spearmen, Paladin Foot Guard, Paladin Knights, Ogre Palace Guard,
Heavy Arbalest, Phoenix, Bearer of the Holy Icon, Dictator, Priest, War Wizard, High Paladin on Dragon.

In addition to units from the Master List, The Brotherhood: Order of the Brothermark armies may select from the
following units.

Infantry ranged Infantry


Villein Penitents* Ht Villein Bowmen Ht
Infantry 2 Infantry 2
Sp Me Unit Size US Att Ne Pts Sp Me Unit Size US Att Ne Pts
5 5+ Regiment (20) 2 12 11/14 90 5 6+ Troop (10) 1 8 8/10 70
Ra De Horde (40) 3 25 18/21 150 Ra De Regiment (20) 2 10 12/14 95
- 3+ Legion (60) 4 30 24/27 215 5+ 3+ Horde (40) 3 20 19/21 165
Special Rules Special Rules
Crushing Strength (1) Phalanx
Keywords: Expendable, Human, Villein Bows: 24”
Keywords: Human, Villein

Cavalry
Order of the Abyssal Hunt Ht Villein Skirmishers Ht
Cavalry 3 Cavalry 3
Sp Me Unit Size US Att Ne Pts Sp Me Unit Size US Att Ne Pts
8 3+ Troop (5) 1 8 12/14 145 9 4+ Troop (5) 1 7 9/11 95
Ra De Regiment (10) 3 16 15/17 225 Ra De Regiment (10) 3 14 12/14 145
- 5+ - 4+
Special Rules Special Rules
Crushing Strength (1), Fury, Iron Resolve, Thunderous Charge (1), Nimble, Thunderous Charge (1)
Vicious (Melee - Monsters and Titans only) Keywords: Human, Villein
Options
• Aegis Fragment for +5 pts
• The Gauntlet for +10 pts
Keywords: Human, Order, Tracker

36
Order of the Brothermark
War Engines
Villein Siege Artillery Ht
War Engine 2
Sp Me Unit Size US Att Ne Pts
5 - 1 0 2 9/11 90
Ra De
5+ 4+
Special Rules
Artillery Strike: 48”, Blast (D3+1), Ignores Cover, Indirect,
Piercing (3), Reload
Keywords: Human, Villein

Heroes
Exemplar Paladin Ht Exemplar Chaplain Ht
Hero (Inf) 2 Hero (Inf), Spellcaster: 1 2
Sp Me Unit Size US Att Ne Pts Sp Me Unit Size US Att Ne Pts
5 3+ 1 0 5 13/15 105 5 3+ 1 0 3 11/13 60
Ra De Ra De
- 5+ - 5+
Special Rules Special Rules
Crushing Strength (1), Elite (Melee), Headstrong, Individual, Crushing Strength (1), Elite (Melee), Individual, Iron Resolve,
Inspiring, Iron Resolve, Mighty Rallying (1 - Villein only)
Options Cleanse: If one or more hits are scored by this unit’s Heal spell,
• Mount on a Horse, increasing Speed to 8 and changing to Hero the target unit is no longer Weakened or Hexed.
(Cav – Height: 3) for +35 pts Options
• Aegis Fragment for +5 pts • Mount on a Horse, increasing Speed to 8 and changing to Hero
• The Gauntlet for +10 pts (Cav – Height: 3) for +25 pts
• Lead from the Front [1] - Gain Rallying (1 - Infantry only) for +10 • Upgrade with Battle Hymns - Gaining Aura (Fury - Villein
pts - This upgrade cannot be taken in addition to a Horse mount. only) for +5 pts
Keywords: Human, Paladin • Aegis Fragment for +5 pts
• Heal (2) for +10 pts
Keywords: Human, Paladin

Exemplar Hunter Ht
Hero (Inf) 2
Sp Me Unit Size US Att Ne Pts
5 3+ 1 0 4 12/14 90
Ra De
- 5+
Special Rules
Elite (Melee), Crushing Strength (2), Individual, Iron Resolve,
Mighty
Dragon Slayer: The unit gains Vicious (Melee - Monsters and
Titans only) and doubles its attacks while attacking a Monster or
Titan in melee.
Options
• Mount on a Horse, increasing Speed to 8 and changing to Hero
(Cav – Height: 3) for +35 pts
• The Gauntlet for +10 pts
Keywords: Human, Paladin, Tracker

37
Army Lists

The Order of the Green Lady The Order of Redemption consists of those knights that
have reached a level of devotion that allows them to wear
the Armour of Tides, granting them powerful abilities and
Inspired by the actions, compassion, and righteous fury of the
making them the mightiest warriors the Brotherhood can
Green Lady, the Orders of the Brotherhood, Redemption, and
put in the field. Of all the warriors in the new Order, the
Forsaken all swore new vows to the protection of the natural
Redeemers are the most in tune with the elementals the
world, fighting beside the elementals and ancient Forces
forces the Green Lady can bring to battle.
of Nature. It is rumoured that the Green Lady personally
visited the highest-ranking members of each Order, although The Exemplars of the Order of Redemption are the greatest
what was discussed has never been revealed. Her direct knights in the Brotherhood’s ranks, drawing on the water
intervention, following the destruction of the Brotherhood’s magic that imbues them to produce legendary feats of arms
lands, is seen as a major factor in the fragmentation of the and inspiring those around them to efforts they thought
ancient Orders by those that are most resentful. Indeed, her beyond their abilities.
name is not spoken among the Roamers—those that refused
to join either of the new Orders and now wander the lands, Exemplar Adjutants carry banners depicting great victories
restless and impatient to rebuild anew. over the Forces of the Abyss, which act as rallying points
and symbols of defiance when Brotherhood forces are sorely
The Order of the Green Lady has based itself in Galahir, but pressed.
it takes the fight to evil alongside the Lady’s Forces of Nature
all across the known world. This, the knights say, is their true A small number of women are born with a connection to the
destiny—the old Orders were too focused and inflexible in water-magic that defined the Brotherhood. They devote their
their outlook and suffered from a self-imposed and literal line lives to mastering divination as a means to predict where
in the sand, from which they would not move. the dark forces of the Abyss might sally out into the world.
Working closely with the Druids, they also bring other powers
The schism in the Order of the Brotherhood saw many of the to bear on the battlefield.
knights and soldiers merged into the new Basilean fighting
units. However, a significant number also elected to retake  
their oaths to include service not only to the Brotherhood,
but to the Green Lady as well. As such, the Order of the
Brotherhood still provides the bulk of the fighting forces.

The Order of the Forsaken are knights that have learned to


work with the various winged beasts that inhabit Pannithor;
sometimes through diplomacy, sometimes through force of
will. As well as lending their valuable skills to Brotherhood
forces in battle, they are given permission to keep watch
over the Forsaken Isles, guardians of what remains of the
Brotherhood’s old kingdom.

38
Order of the Green Lady
Army Special Upgrade Alignment: Neutral
Vial of Sacred Water
This unit gains the keyword: Sacred Water. In addition, once per game, when given an order, this unit may remove D3
points of damage previously suffered. The unit’s Vial of Sacred Water is then depleted and cannot be used again for the
remainder of the game, though the unit retains the Sacred Water keyword.

Deny the Demon


The Brotherhood: Order of the Green Lady armies cannot ally with the following armies: Abyssal Dwarfs, Forces of the Abyss.

Army Special Rules


The Brotherhood: Order of the Green Lady list is a Theme List. The Master List for this Theme is Forces of Nature.

The following units may be taken from the Master List:


Naiad Ensnarers*, Naiad Heartpiercers*, Woodland Critters*, Earth Elementals, Greater Earth Elemental, Beast of Nature, Unicorn, Pegasus,
Druid, Naiad Stalker, Avatar of the Green Lady [1].

In addition to units from the Master List, The Brotherhood: Order of the Green Lady armies may select from the following units.

Infantry
Men-at-Arms Retainers Ht Order of the Brotherhood on Foot Ht
Infantry 2 Infantry 2
Sp Me Unit Size US Att Ne Pts Sp Me Unit Size US Att Ne Pts
5 4+ Troop (10) 1 10 9/11 70 5 3+ Troop (10) 1 10 11/13 95
Ra De Regiment (20) 3 12 13/15 105 Ra De Regiment (20) 3 12 15/17 145
- 4+ Horde (40) 4 25 20/22 175 - 5+
Special Rules Special Rules
Headstrong Headstrong
Options Options
• Vial of Sacred Water for +10 pts • Vial of Sacred Water for +10 pts
Keywords: Devoted, Human Keywords: Human, Order

Cavalry
Order of the Brotherhood Ht Order of Redemption* Ht
Cavalry 3 Cavalry 3
Sp Me Unit Size US Att Ne Pts Sp Me Unit Size US Att Ne Pts
8 3+ Regiment (10) 3 16 15/17 200 8 3+ Troop (5) 1 10 12/14 165
Ra De Horde (20) 4 32 22/24 340 Ra De Regiment (10) 3 20 15/17 250
- 5+ - 5+
Special Rules Special Rules
Headstrong, Thunderous Charge (2) Headstrong, Inspiring, Regeneration (5+), Thunderous Charge (2)
Options Keywords: Human, Order, Sacred Water
• Vial of Sacred Water for +10 pts
• Upgrade with the Banner of the Green Lady [1] - The unit gains
Pathfinder for [+15/+20] pts
Keywords: Human, Order

39
Army Lists

Large Infantry Large Cavalry


Water Elementals Ht Order of the Forsaken* Ht
Large Infantry 3 Large Cavalry 4
Sp Me Unit Size US Att Ne Pts Sp Me Unit Size US Att Ne Pts
7 4+ Regiment (3) 2 9 -/14 130 10 3+ Regiment (3) 2 9 12/14 155
Ra De Horde (6) 3 18 -/17 220 Ra De Horde (6) 3 18 15/17 255
- 5+ - 5+
Special Rules Special Rules
Crushing Strength (1), Regeneration (5+), Shambling, Strider Fly, Headstrong, Thunderous Charge (2)
Keywords: Sacred Water, Waterbound Options
• Vial of Sacred Water for +10 pts
Keywords: Human, Order

Monsters
Greater Water Elemental Ht
Monster 5
Sp Me Unit Size US Att Ne Pts
7 4+ 1 1 8 -/18 180
Ra De
- 5+
Special Rules
Crushing Strength (2), Regeneration (5+), Shambling, Strider
Keywords: Sacred Water, Waterbound

Heroes
Exemplar Redeemer Ht Exemplar of the Brotherhood Ht
Hero (Cav) 3 Hero (Inf) 2
Sp Me Unit Size US Att Ne Pts Sp Me Unit Size US Att Ne Pts
8 3+ 1 0 7 13/15 180 5 3+ 1 0 3 11/13 50
Ra De Ra De
- 5+ - 5+
Special Rules Special Rules
Crushing Strength (2), Headstrong, Individual, Inspiring, Mighty, Crushing Strength (1), Headstrong, Individual
Regeneration (5+) Options
Options • Mount on a Horse, increasing Speed to 8 and changing to Hero (Cav
• Mount on a Winged Unicorn, losing Individual and Mighty, gaining – Height: 3) for +25 pts
Fly and Nimble as well as increasing Speed to 10 and changing to • Vial of Sacred Water for +10 pts
Hero (Lrg Cav – Height: 4, Unit Strength: 1) for +25 pts Keywords: Human
Keywords: Human, Sacred Water

40
Order of the Green Lady
Devoted Ht Exemplar Adjutant Ht
Hero (Inf), Spellcaster: 1 2 Hero (Inf) 2
Sp Me Unit Size US Att Ne Pts Sp Me Unit Size US Att Ne Pts
5 5+ 1 0 1 11/13 60 5 5+ 1 0 1 10/12 50
Ra De Ra De
- 4+ - 4+
Special Rules Special Rules
Individual, Headstrong Headstrong, Individual, Inspiring
Spells Options
Heal (3) • Mount on a Horse, increasing Speed to 8 and changing to Hero (Cav
Options – Height: 3) for +25 pts
• Mount on Forest Steed, increasing Speed to 9 and changing to Hero Keywords: Human
(Cav - Height: 3) for +25 pts
• Gain Radiance of Life (Sacred Water only) [1] for +15 pts
• Icy Breath (6) for +20 pts, or free if it replaces Heal
• Surge (7) for +25 pts
Keywords: Devoted, Human, Sacred Water

41
Army Lists

Free
Dwarfs

42
The armies of the Free Dwarfs have fled their holds and
Free Dwarfs
Renowned as the most dangerous dwarf alive, Sveri Egilax
fallen back. The invasion by their dark cousins and the is the Berserker King of the exiles from Cwl Gen. Often
violation of their homelands in Halpi have exacted a mounted upon the fearsome and bad-tempered Helbrokk,
heavy toll on their numbers. They are slowly regrouping, Sveri’s rage is boundless, such that he has been known to
begrudgingly settling in disused holds in the north of cleave through entire enemy regiments single-handedly. It
Abercarr and further east that were bequeathed to them by was he who stayed behind to protect the great Chainway
their Imperial cousins. They long for the lands they have while the last of the refugees from Halpi made their escape.
lost and the mountains they call home and so now plot their Leading the defenders and holding off countless hordes of
vengeance from their new, temporary holds, while watching foul Abyssals and Fallen Ones, Sveri bought his people the
their backs, wary of the Imperial might looming to the south. days they needed to fully cross the water to safety. Finally,
reluctantly, Sveri himself left the shores of his homelands,
Imperial Dwarfs regard Free Dwarfs as scruffy, ill-disciplined, swearing an oath to his people to return and reclaim their
and lacking class. Conversely, to the exiles of Halpi, their rightful domain.
cousins are hidebound, arrogant, and overbearing. Both
believe the other’s armies reflect their nature. Perhaps they The disgraced ranger Banick Kholearm fought alongside
do. To the outsider though, dwarf armies of either persuasion the ancient greater earth elemental known as Craggoth
look dogmatically similar, with blocks of troops armed and during the war with the Abyss. The two formed a bond as
armoured in formations steeped in a joint and unwavering brothers in arms, fighting as heroes throughout the war,
tradition. even surviving the loss of the Halpi Mountains. In the years
that followed the mysterious magic that animated the golem
The differences are there to be seen by the trained eye, started to break down, the construct’s motions slowing and
however. Free Dwarf armies tend to have more of the so- stuttering, as if with old age. Banick travelled across Abercarr,
called berserkers—those individuals known for their bouts beseeching the ancient order of Stone Priests to save his
of depression, melancholy, introspection, and unpredictable companion. None would agree to help the outcast dwarf. So,
violence. Having spent more time upon the earth than under in desperation, Kholearm turned to a fellow outcast – a Free
it, companies of rangers are a far more common sight than Dwarf Warsmith.
in the Imperial armies of the south. Lacking the resources of
Golloch’s legions, especially after the loss of Halpi, it is not With the knowledge of forging and machinery, the Warsmith
uncommon to see more of the citizens of the Free Dwarfs was able to augment Craggoth’s failing energy with a powerful
taking up arms, too—something the Imperial army would be furnace and the elemental’s limbs were reinforced with
far less inclined to encourage. mechanical joints. The Warsmith passed the knowledge to
maintain these contraptions to Kholearm. Now, Craggoth and
Finally, there are other visual nuances which set the Free the disgraced dwarf fight side by side to protect each other
Dwarfs apart from Golloch’s followers. They favour round or from a world that has all but rejected them.
oval shields, distinct from the more traditional heater, square,
and engrailed designs of the Imperial army. House colours Herneas is a living legend among the dwarfs, a solitary
too have evolved away from the more traditional colours of hunter who embodies the tenets of the rangers’ way of war—a
the underworld and the riches it holds. Instead of tones of master of stealth and ambush and an unmatched warrior.
red, brown, and gold, the Free Dwarfs make more use of
greens, blues, and even white, recognising the influence of While the majority of dwarfs live out most of their existence
the lands above the underworld. deep underground, obsessively pursuing mineral seams quite
literally to the ends of the earth, a small number spend their
days above ground. These are the Ranger Companies, a class
Living Legends marked apart from their kin by their distinctly un-dwarf-like
For a thousand years, the stronghold of Cwl Gen has been love of the open air. Because the rangers are set apart from
ruled by a line of berserker lords, afflicted by the ‘Red Curse’ the mass of dwarf-kind, their deeds often go overlooked and
that can turn them at the slightest provocation from proud undervalued by others. This is not the case with the ranger
dwarf nobles to slavering, bloodthirsty maniacs. known as Herneas, however, for this most skilled of dwarf
heroes has earned grudging honour even among the most
The histories of Cwl Gen tell how, years ago, the first Lord of
conservative of his kind.
Cwl Gen succumbed to the Red Curse following the betrayal
of his chief warsmith Arhak, and his subsequent defeat by Herneas was born in Crag Gallan, an isolated realm with
an invading Abyssal Dwarf warhost. Arhak rose to become relatively few links to the greater body of dwarf society.
supreme Iron-Caster among the Fallen Ones, and each Forced by its isolation to husband its own beasts and grow its
berserker Lord of Cwl Gen was sworn to avenge his ancestor’s own crops in the verdant dales, Herneas’ people are unusually
disgrace. It is said that the Red Curse will be lifted only when at home in the great outdoors. The rangers of Crag Gallan
the dwarfs’ dark kin are finally erased from the world. were tasked with guarding their hold’s fragile existence from

43
Army Lists

marauding goblins and other dark creatures, loath to lose the Taking out his great horn, Herneas sounded a warning that
beasts and crops on which it survived. echoed the length and breadth of the great valley. Though it
betrayed his presence to his pursuers, and to theirs in turn,
Herneas was the most accomplished of this veteran cadre, a the signal alerted the rangers to their peril. Herneas’ brothers
master in every aspect of field craft. Born of a long line of turned and engaged their enemy, and at the height of that
rangers, it is said that Herneas inherited something from battle they were joined by Herneas himself. The snow is said
every single one of his ancestors, distilling their formidable to have been stained dark with the sickly ichor of goblin
experience and skill into one being. Having joined Crag blood that day, not a single one of the vile creatures escaping
Gallan’s Ranger Company upon maturity, Herneas rose the dwarfs’ wrath.
quickly to become its pre-eminent tracker, yet he rejected the Reunited with his kin, Herneas saw that he had been wrong to
signal honour of being appointed its master. Instead, Herneas believe that he could complete his mission against the evils of
declared his intention to head out into the wilderness beyond the world alone, for all dwarfs must stand together or else die
Crag Gallan’s ancestral lands and to hunt down the lairs of alone. Humbled, Herneas asked his fellow rangers to forgive
all of its foes. His intention was to cleanse the foul pits where him, and of course they did without hesitation, their hearts
the dark things of the woods and valleys nested, to take the swelled with gladness that he was returned to them once more.
war against his people to their enemy. The company vowed to return to Crag Gallan, where they
would build the greatest band of rangers ever to be mustered
Though he made this oath in typically dour fashion (to and together drive every servant of evil from the mountains.
himself and his liege and out of earshot of the masses) word
The return journey lasted ten days, as the pursuit had taken
of it soon spread to his fellow rangers. Fully half of their
Herneas and his kin far and wide. When they gained the
number declared their intention to join Herneas, though at
final approach, their spirits soared with the knowledge that
first he insisted he must pursue his mission alone. Herneas
soon they would soon be home, warmed by familiar hearths
departed under cover of darkness, intent that none should
and surrounded by their own. As they set foot upon the
follow him, yet follow they did. Within hours, Herneas and
ancient flagstones of the road leading to the very gates of Crag
his erstwhile brothers-in-arms were engaged upon a contest
Gallan, however, their hearts knew nothing but cold dread.
of both will and skill, their determination and tracking skills
pitted against his stealth and desire to go on alone. The skies above the hold were black with smoke belching
The pursuit ran for many weeks, the less skilled or from every portal. The fires of fell sorcery flickered from
determined of the Crag Gallan rangers dropping behind within the hold. The road was lined with iron stakes, and
before eventually admitting defeat, until only a small number atop each was impaled the severed head of a dwarf. Consumed
remained on Herneas’ trail. Eventually, Herneas shook off all by rage and grief, Herneas made to charge the gates of
of his pursuers, having utilised every one of the secret arts of Crag Gallan, to strike down and exact vengeance upon the
field craft he had ever learned. Fate however decreed that he murderers of his kin, even should he die so doing.
would not be allowed to forge his destiny alone. Upon taking
one last glance down into the valley where his pursuers still But it was not to be. Herneas’ fellow rangers restrained him,
sought him, Herneas spied a band of goblin cavalry, their dragging him back into the trees even as the mighty gates
mounts’ muzzles close to the ground as they followed the swung inward. A moment later, a column of Abyssal Dwarfs
rangers’ scent. In an instant, Herneas saw that he must warn marched forth, confirming the fate of the beloved hold.
his brothers or they would die. The Abyssal Dwarfs had taken Crag Gallan and the fires of
industry belching from within made it clear they intended to
hold it.

And so Herneas the Hunter and his ranger kin began a


campaign of bitter vengeance against the Abyssal Dwarfs.
Wherever the Fallen Ones made war, Herneas and his
rangers opposed them, aiding any who would stand against
the vile kin. One day, Herneas hopes to return to Crag
Gallan alongside an army of allies he has aided against the
darkness, yet he knows in his heart such a battle is years in
the future, if it will come at all. Until that day, Herneas the
Hunter will continue his campaign in the lost lands of Halpi,
sometimes alone, other times with his rangers, and when
possible allied to the armies of the Shining Ones.

44
Free Dwarfs
Army Special Upgrade Alignment: Good
Throwing Mastiff
The unit is equipped with a single use ranged attack with the following profile - Throwing Mastiff: 12”, Att: 8, Piercing
(1). This attack always hits on a 4+. Once used, the unit’s Throwing Mastiff is destroyed and cannot be used again for the
remainder of the game.

Army Special Rules


The Free Dwarfs list is a Theme List. The Master List for this Theme is Dwarfs.

The following units may be taken from the Master List:


Ironclad, Berserkers, Mastiff Hunting Pack*, Earth Elementals, Ironbelcher Cannon, Dwarf Lord on Large Beast, Dwarf Army Standard
Bearer, Berserker Lord, Garrek Heavyhand [1].

In addition to units from the Master List, Free Dwarf armies may select from the following units.

Infantry
Free Dwarf Spear Levy* Ht Free Dwarf Shieldbreakers Ht
Infantry 2 Infantry 2
Sp Me Unit Size US Att Ne Pts Sp Me Unit Size US Att Ne Pts
4 4+ Troop (10) 1 12 9/11 80 4 3+ Troop (10) 1 10 10/12 90
Ra De Regiment (20) 2 15 13/15 120 Ra De Regiment (20) 3 12 14/16 140
- 4+ - 4+ Horde (40) 4 25 21/23 230
Special Rules Special Rules
Pathfinder, Phalanx Crushing Strength (1), Pathfinder, Scout
Options Options
• Throwing Mastiff for +15 pts • Throwing Mastiff for +15 pts
Keywords: Dwarf Keywords: Dwarf

Ranged Infantry
Free Dwarf Ironwatch Rifles Ht Free Dwarf Ironwatch Crossbows Ht
Infantry 2 Infantry 2
Sp Me Unit Size US Att Ne Pts Sp Me Unit Size US Att Ne Pts
4 5+ Troop (10) 1 8 10/12 115 4 5+ Troop (10) 1 8 10/12 100
Ra De Regiment (20) 2 10 14/16 150 Ra De Regiment (20) 2 10 14/16 135
5+ 4+ Horde (40) 3 20 21/23 265 5+ 4+ Horde (40) 3 20 21/23 235
Special Rules Special Rules
Pathfinder Pathfinder
Rifles: 24”, Piercing (2), Pot Shot Crossbows: 24”, Piercing (1), Pot Shot
Keywords: Dwarf Keywords: Dwarf

45
Army Lists

Free Dwarf Rangers


Infantry
Ht
2
Cavalry
Sp Me Unit Size US Att Ne Pts Free Dwarf Brock Riders Ht
5 4+ Troop (10) 1 10 10/12 140 Cavalry 3
Ra De Regiment (20) 3 12 14/16 185 Sp Me Unit Size US Att Ne Pts
4+ 4+ 8 4+ Troop (5) 1 13 -/15 125
Special Rules Ra De Regiment (10) 3 26 -/18 195
Crushing Strength (1), Pathfinder, Scout - 4+
Light Crossbows: 24”
Options Special Rules
• Upgrade to Hearneas’ Handpicked Rangers [1] (Regiment only) Thunderous Charge (1), Vicious (Melee)
- Gaining Stealthy and Elite (Ranged) with Light Crossbows for Options
+15 pts • Gain the ranged attack - Throwing Axes: 12”, Att: [6/12], Ra: 5+,
• Throwing Mastiff for +15 pts Steady Aim for [+10/+20] pts
Keywords: Dwarf, Tracker Keywords: Berserker, Dwarf

War Engines Titans


Jarrun Bombard Ht Greater Earth Elemental Ht
War Engine 2 Titan 6
Sp Me Unit Size US Att Ne Pts Sp Me Unit Size US Att Ne Pts
4 - 1 0 2 10/12 110 6 4+ 1 1 12 -/19 230
Ra De Ra De
5+ 5+ - 6+
Special Rules Special Rules
Blast It!: 48”, Blast (D3+1), Piercing (3), Pot Shot Brutal, Crushing Strength (3), Shambling, Strider
Lob It!: 60”, Blast (D3+1), Ignores Cover, Indirect, Piercing (1), Options
Reload • Upgrade to Craggoth & Kholearm [1] - Gaining Spellcaster: 0,
Options the Flamesmith keyword, the Inspiring (Self) and Scout special
• Upgrade with Jarrun Iremonger [1] - Gaining Aura (Iron Resolve rules and Fireball (10) spell for +25 pts
- War Engines only) and Shattering with both the Blast It! and Keywords: Earthbound
Lob It! attacks for +10 pts
Keywords: Dwarf, Warsmith

46
Free Dwarfs
Heroes
Free Dwarf Lord Ht Free Dwarf Stone Priest Ht
Hero (Inf) 2 Hero (Inf), Spellcaster: 2 2
Sp Me Unit Size US Att Ne Pts Sp Me Unit Size US Att Ne Pts
4 3+ 1 0 5 13/15 105 4 5+ 1 0 1 11/13 90
Ra De Ra De
- 6+ - 5+
Special Rules Special Rules
Crushing Strength (1), Individual, Inspiring, Mighty, Pathfinder Individual, Inspiring (Earthbound only)
Options Stoneshapers: If this unit has taken the Bane Chant option (below)
• Lord’s Jewel [1] - Gain Aura (Iron Resolve - Dwarf only) for +15 pts it may, after casting Surge on a Friendly Core Earthbound unit,
Keywords: Dwarf immediately cast Bane Chant against the same target.
Spells
Surge (8)
Options
Free Dwarf Packmaster • Bane Chant (2) for +20 pts
Ht • Martyr’s Prayer (7) [1] for +35 pts
Hero (Inf) 2 Keywords: Dwarf, Earthbound
Sp Me Unit Size US Att Ne Pts
4 4+ 1 0 3 10/12 90
Ra De Ranger Captain Ht
4+ 4+ Hero (Inf) 2
Special Rules Sp Me Unit Size US Att Ne Pts
Crushing Strength (1), Individual, Inspiring (Beast only), 5 3+ 1 0 3 11/13 100
Pathfinder, Scout
Ra De
Homing Mastiff: 12”, Att: 6, Piercing (1), This attack always hits on
4+ 5+
a 4+.
Options Special Rules
• Upgrade with Mastiff Munchberries [1] - Gaining Aura (Vicious Crushing Strength (1), Individual, Inspiring (Tracker only),
(Ranged) - Throwing Mastiff and Homing Mastiff ranged attacks Pathfinder, Scout
only) for +10 pts Light Crossbow: 24”
Keywords: Dwarf Keywords: Dwarf, Tracker

Unique Units
Sveri Egilax on Hellbrock [1] Ht Herneas the Hunter [1] Ht
Hero (Lrg Cav) 4 Hero (Inf) 2
Sp Me Unit Size US Att Ne Pts Sp Me Unit Size US Att Ne Pts
8 3+ 1 1 10 -/18 210 5 3+ 1 0 3 12/14 135
Ra De Ra De
- 4+ 3+ 5+
Special Rules Special Rules
Aura (Wild Charge (+1) - Berserker only), Crushing Strength (1), Crushing Strength (2), Individual, Inspiring (Tracker only),
Inspiring, Nimble, Thunderous Charge (1), Vicious (Melee) Pathfinder, Scout, Stealthy
Keywords: Berserker, Dwarf The Skewerer: 24”, Piercing (2)
Aimed Shot: When Herneas is given a Halt order, The Skewerer
has 30” range and Piercing (3) for the remainder of the Turn.
Keywords: Dwarf, Tracker

47
Army Lists

Salamanders

48
Jungle Tribes
Salamanders
Children of Kthorlaq Social beings, the diminutive creatures known as the
The Salamanders are an ancient race of reptilian fire-people, Ghekkotah are often seen in large groups with many family
whose scaly red hides protect them from enemy weaponry as members working together. Despite their appearance, they are
well as granting them a fearsome appearance. Their blood warm-blooded and keep to the shade of the pools and jungle
burns with great heat, manifesting in billowing vapours that canopies of the Three Kings as much as possible. Ghekkotah
exude from their fanged mouths, and channelling through village chiefs and clutch wardens often gather their younger
their crude weapons, which sear and burn as well as they cut warriors together for military training alongside the armies of
and crush. the Salamanders. This is especially true when the homelands
are threatened and the Ghekkotah leave the protection of
As their internal fires develop and their blood sizzles with the their jungle homes in defence of their land. Ghekkotah that
energy of new life, young hot-headed Salamander warriors, are hatched together or within the same family groups retain
known as Unblooded, often join the army early to cut their a fierce loyalty to each other throughout their life, and Clutch
teeth, and scales, on the forces of darkness. Until their Wardens are the biggest and bravest among their siblings,
training is complete, they are not permitted to carry the tasked with the safety of the tribe.
Sparkstone swords and clubs borne by the more experienced
and mature warriors. Instead, and until they have earnt that Hunting packs that have worked together for years will supply
right, the Unblooded favour pairs of razor-sharp obsidian fist- the villages with food from the jungles and, when foraging
blades, the edges of which are honed to a wicked lethality by further afield, the plains that stretch to the far-off shores of
greedy and mischievous ember-sprites. their homelands. Their importance is too great to the tribes
for them to be spared in large numbers, but small groups
Those in the prime of life fight for their homelands on that are comfortable operating away from the lines while
the isles of the Three Kings and abroad, favouring battle harassing the enemy flanks are not an uncommon sight on
alongside the Forces of Nature. While many offer their the battlefield.
services to all those who oppose the armies of darkness, they
find a comfortable companionship among nature and the A current innovation, believed to have been inspired by
creatures of the Herd they can empathise with. A rank of stories told by brave Ghekkotah returning from fighting
particular honour is that of Ceremonial Palace Guard, and overseas, is the mighty Slasher, captured by hunters and
most Primes will aspire to serve in such a capacity for at least trained to carry a Ghekkotah crew into battle atop a
a few cycles during their lifetimes. When not watching over seemingly ramshackle howdah. Sporting a bolt thrower
the Clan Palaces and Temples at home, these warriors are reminiscent of that seen in goblin armies, these beasts now
sent to fight with their brethren on the front line on rotation stride alongside the other great monsters the reptilians
to keep their skills and instincts sharp. employ among their ranks.
Salamander Ancients are battle-hardened veterans who know In recent times, one Ghekkotah has risen to fame, both in
their time on Pannithor is near an end, but who still wish the homelands and far across the Infant Sea. Plucked from a
to fight and lend their experience in training the younger seemingly simple life of hunting in the jungles surrounding
generation. They are not as agile as they once were but make The Three Kings, Artakl’s ability to blend into the shadows of
up for it in their combat experience and fearlessness. They the battlefield made her a deadly assassin. When the Green
know death is near, and so nothing can faze them. These Lady requested the aid of the Mage-Priests and Clan Lords,
grizzled warriors, with aging, dark skin, growing stiff and Artakl was selected as the best agent at hand. The story of
cold as the fire inside begins to dwindle, form implacable her successful involvement in securing the sorcerous artefact
anchor-points in the battle lines of the reptilian armies. known as the Eye of the Abyss has now taken on an almost
mythical status in the clutch-nurseries of the deep jungle of
Tyrants are large, heavily muscled brutes that were nearly her home.
made extinct during the War with Winter. A bare few
survived the great exodus but their numbers are steadily
increasing to a point where they are confident accompanying
the Salamanders to war. Similar in appearance to Arkosaurs,
they have a physique more akin to an ogre and a temper as
short as an orc’s.

49
Army Lists

Raging Inferno considered the ultimate prize—if you can manage to keep all
your fingers and toes. The rare few that have claimed one as
Salamanders have an innate affinity for flames. The scorching a mount, using protective saddles enchanted by the Mage-
heat of elemental power boils through their veins, staving off Priests, are the true lords of the sky and masters of the hunt.
the death-chill they must succumb to in old age. The sacrifice After years of training and dedication, these deeply respected
of Kthorlaq has granted them a lasting bond with nature and elite hunters have formed an incredible bond with their sleek,
a commanding knowledge of the raging maelstrom that is fiery Scorchwing mounts.
elemental fire magic.
Rarely, and on a cycle that is difficult for even the most
From the bubbling fire pits of the Three Kings, Mage-Priests studious of observers to comprehend, the great Phoenixes
will summon and harvest the proto-elementals that are born that reside on Mount Kolosu migrate south, where they may
in the glow of molten rock. The lives of these mischievous spend months, or even years, basking in the sunny climes
Ember Sprites are often fleeting, their spark disappearing of the Salamander homelands. Whether the Kings are the
and fizzling out as quickly as they came into existence. birth, or rebirthing, place for these majestic beasts, nobody
Every so often, an unknown catalyst causes them to begin is certain. What is known is that the Ur-Elohi Samacris, the
to fuse together, and as the collective draws on the magma Mother of Phoenixes, may grant their use to Salamander
around it, the Mage-Priests in attendance work to bind them armies to wage war against the evil in the world—something
together, infusing them with Kthorlaq’s spirit. Thus are Fire that the monstrous flaming birds take to with an almost
Elementals spawned in the Three Kings, entities of sizzling, gleeful abandon.
scorching energy that assume their form from fire and lava.
When these warriors of flame march to war, their fury on the
battlefield is fearsome to behold. Making Waves
The Salamander navy has a highly skilled force of marines
In times of great need, the Mage-Priests may unite to craft used for both defence and protection, as well as in aggressive
and summon a Greater Fire Elemental to battle. These boarding actions as part of the policing activities in the
molten behemoths loom large over the battlefield, leaving a waters around the homelands. They are also used in targeted
trail of smouldering destruction in their wake. commando missions and, on some occasions, given free rein
to sow chaos and destruction upon their enemies in whatever
Wings of fire way they feel will be most effective. These independent,
Descendants of the first great dragons to arrive on Pannithor, buccaneering crews have become renowned for their lightning
lithe, tempestuous Fire Drakes spend most of their time raids and disruptive actions on smugglers, pirates, and slavers
coiled around searing thermal vents. Some Mage-Priests, alike. Small bands of Corsairs sometimes hone their skills
having studied and learnt the secrets of wyrm-tongue, can away from the navy and fight with the Salamander land
entice the drakes to war in return for fresh meat, and worse. forces where they are employed as advanced skirmishers.
Very few winged drakes remain and those that do can only be While it is rare (although not unheard of) for female
enticed to leave their fiery slumber by the most powerful and Salamanders to fight in the army, female Corsairs are a much
cunning individuals. The price of their service is only known more common sight.
to those brave enough to seek it. Firebrand is a legendary Corsair, renowned for breath-
Scorchwings soar high above the peaks of the Three Kings, taking feats of bravery, swashbuckling action, and daring
gliding on the thermals while watching over their domain escapades. The stories of her adventures go back for centuries,
with keen, glistening black eyes. These excitable and short however, and Firebrand often vanishes for years at a time
tempered bird-like creatures are in fact elemental constructs, before resurfacing in some spectacularly explosive way. Her
born from within the hellish magma chambers deep within fantastically exciting life and phenomenal skill are what all
the molten hearts of the islands. They spew forth from other Corsairs aspire to. To have the enigmatic Firebrand
steaming vents and flock near open lava pits, where they fight alongside them is something they can rightly boast of
squabble and bicker among themselves. Mage-Priests can in their old age. Whether Firebrand is the same person now
bind them temporarily to their will when required, but as when the legend was born nobody knows. It’s highly likely
permanent mastery requires dedication and intense training. that when an incumbent dies, another picks up the mantle to
Many Ghekkotah hunters have tried, for a Scorchwing is keep the mystique and adventure alive.

50
Thunder and Lightning
Salamanders
Command and Control
Although vast numbers were left to fight at the epic battle The Clan Lords are the supreme commanders of the
of Haelthorn, enough of the large pack-hunters known as Salamander armed forces, often leading from the front and
Kaisenor Raptors were herded as part of the exodus. Those by example. These elite warriors are vastly experienced in
that survived have flourished in the plains of the Three warfare and are masters of tactics and logistics. The trusted
Kings, where they live on the edge of the jungle during deputies of the Clan Lords, the Battle-Captains are superior
the hottest parts of the day. When Kthorlaq’s great shield warriors and tacticians in the prime of life. Battle-Captains
fractured, the backwash of magical energy crackled and are often given command of large divisions of the army and
surged through the Raptors, igniting something within them. the freedom to take the battle to the enemy as they see best.
Even today, the effects have transcended the generations and Striding between the ranks, the Heralds call the cohorts to
the beasts sport a deep red skin, slashed with yellow and war with sonorous blasts from the sacred horns they carry
orange bands, while their sanguine eyes smoulder with deep reverently into battle. The sound of a Herald’s call stirs the
cunning and a spark of devilish fire. dying embers of faltering friends and puts fire back into their
bellies.
The beasts are left to learn and hone their hunting and
killing skills before being captured and trained to be Revered throughout reptilian society, the Mage-Priests are
ridden. They are sleek, agile predators, whose instinctive consulted on all matters of government, diplomacy, and war.
manoeuvring in formation at speed makes them excellent While most are Salamanders, there have also been sightings
cavalry mounts. of both Arkosaurs and Ghekkotah dressed in the robes of the
mage. They are immensely powerful individuals with great
Not all the animals used by the Salamanders were native knowledge on matters both magical and spiritual. They alone
to that ancient empire. Many creatures indigenous to the have the ability to commune with the elemental shards that
volcanic isles are utilised as beasts of burden or else their whorl and crackle deep in the heart of the earth.
natural abilities adapted as tools in the Salamander arsenal.
Ancient Salamanders are granted the honour of thundering
to battle on the near unstoppable Rhinosaurs. These blocky
brutes live in herds on the fertile plains and both Raptors
and Rhinosaurs have learnt to live with and avoid each other.
While a pack of Raptors may target a weakened individual,
they can still pack a lethal punch, and so the Raptors tend to
favour easier prey.

Lekelidons and Komodons are both predatory beasts that


bring down their prey with ranged attacks—either with
accurate, deadly jets of sticky acid or by dropping a barrage
of poison from afar. The Lekelidons are giant spitting lizards
with spiky tempers and are prodded into battle by their
Salamander handlers. In rare cases, and if captured young
enough, juvenile Lekelidons have the brains to be trained
to operate semi-autonomously, although often with mixed
results.

Living, moving artillery pieces, Komodons are usually found


in high mountain passes where they watch their prey from
above, camouflaged against the black rock. The Komodon is
able to spit gobs of poisonous bile over great distances, ideal
for use as offensive firepower—if you can get them to aim in
the right direction.

51
Army Lists

Army Special Upgrade Alignment: Good


Effigy of Fire
Once per game, after the unit rolls to damage in melee, you may choose to reroll (D3) of the dice that failed to damage.
Once used, the unit’s Effigy of Fire is destroyed and cannot be used again for the remainder of the game.

Infantry Heavy Infantry


Ghekkotah Warriors Ht Salamander Primes Ht
Infantry 2 Heavy Infantry 2
Sp Me Unit Size US Att Ne Pts Sp Me Unit Size US Att Ne Pts
6 5+ Troop (10) 1 10 8/10 60 5 4+ Troop (10) 1 10 10/12 90
Ra De Regiment (20) 2 12 12/14 95 Ra De Regiment (20) 3 12 14/16 135
- 3+ Horde (40) 3 25 19/21 155 - 5+ Horde (40) 4 25 21/23 225
Legion (60) 4 30 25/27 230 Special Rules
Special Rules Crushing Strength (1)
Pathfinder, Vicious (Melee) Options
Keywords: Expendable, Ghekkotah • Exchange shields for two-handed weapons, lowering Defence to
4+ and increasing Crushing Strength to (2) for free
• Effigy of Fire for +5 pts
Keywords: Salamander

Salamander Unblooded Ht Ancients* Ht


Heavy Infantry 2 Heavy Infantry 2
Sp Me Unit Size US Att Ne Pts Sp Me Unit Size US Att Ne Pts
5 4+ Regiment (20) 3 15 13/15 120 4 3+ Troop (10) 1 10 -/13 120
Ra De Horde (40) 4 30 20/22 200 Ra De Regiment (20) 3 12 -/17 185
- 4+ - 6+
Special Rules Special Rules
Thunderous Charge (1), Wild Charge (D3) Crushing Strength (1), Inspiring
Options Options
• Effigy of Fire for +5 pts • Effigy of Fire for +5 pts
Keywords: Salamander Keywords: Salamander

Salamander Ceremonial Guard Ht


Heavy Infantry 2
Sp Me Unit Size US Att Ne Pts
5 4+ Troop (10) 1 12 10/12 105
Ra De Regiment (20) 3 15 14/16 160
- 5+ Horde (40) 4 30 21/23 265
Special Rules
Crushing Strength (1), Phalanx
Options
• Effigy of Fire for +5 pts
Keywords: Salamander

52
Salamanders
Ranged Infantry
Corsairs* Ht Ghekkotah Hunters* Ht
Heavy Infantry 2 Infantry 2
Sp Me Unit Size US Att Ne Pts Sp Me Unit Size US Att Ne Pts
5 4+ Troop (10) 1 8 9/11 130 7 5+ Troop (10) 1 8 8/10 95
Ra De Regiment (20) 2 10 13/15 170 Ra De Regiment (20) 2 10 12/14 125
4+ 4+ 5+ 3+
Special Rules Special Rules
Crushing Strength (1) Pathfinder, Stealthy
Firelocks: 18”, Piercing (1), Steady Aim Blowpipes: 18”, Vicious (Ranged)
Keywords: Corsair, Salamander Options
• Exchange Blowpipes for Bows: 24”, Vicious (Ranged) for [+5/+10] pts
Keywords: Ghekkotah, Tracker

Cavalry Swarms
Kaisenor Lancers Ht Ember Sprites* Ht
Cavalry 3 Swarm 1
Sp Me Unit Size US Att Ne Pts Sp Me Unit Size US Att Ne Pts
8 4+ Troop (5) 1 10 11/13 125 6 5+ Regiment (3) 1 7 -/11 80
Ra De Regiment (10) 3 20 14/16 195 Ra De Horde (6) 1 14 -/14 135
- 5+ 4+ 3+
Special Rules Special Rules
Crushing Strength (1), Thunderous Charge (1) Scout, Shambling, Vicious
Keywords: Reptilian, Salamander Flame Belch: 12”, Steady Aim
Keywords: Flamebound

Large Infantry
Fire Elementals Ht Tyrants Ht
Large Infantry 3 Large Infantry 3
Sp Me Unit Size US Att Ne Pts Sp Me Unit Size US Att Ne Pts
6 4+ Regiment (3) 2 9 -/14 130 6 4+ Regiment (3) 2 15 -/14 145
Ra De Horde (6) 3 18 -/17 220 Ra De Horde (6) 3 30 -/17 240
- 5+ - 4+
Special Rules Special Rules
Crushing Strength (2), Pathfinder, Shambling, Vicious (Melee) Crushing Strength (2), Wild Charge (D3)
Keywords: Flamebound Options
• Effigy of Fire for +5 pts
Keywords: Berserker, Reptilian

53
Army Lists

Large Cavalry
Scorchwings* Ht Rhinosaur Cavalry Ht
Large Cavalry 4 Large Cavalry 4
Sp Me Unit Size US Att Ne Pts Sp Me Unit Size US Att Ne Pts
10 3+ Regiment (3) 2 6 11/13 120 7 3+ Regiment (3) 2 9 -/15 150
Ra De Horde (6) 3 12 14/16 200 Ra De Horde (6) 3 18 -/18 250
4+ 3+ - 5+
Special Rules Special Rules
Fly, Nimble, Pathfinder, Thunderous Charge (1) Brutal, Crushing Strength (1), Thunderous Charge (2)
Firesparks: 18”, Steady Aim Keywords: Reptilian, Salamander
Keywords: Flamebound

Monsters
Greater Fire Elemental Ht Lekelidon Ht
Monster, Spellcaster: 0 5 Monster 3
Sp Me Unit Size US Att Ne Pts Sp Me Unit Size US Att Ne Pts
6 4+ 1 1 8 -/18 175 6 5+ 1 1 5 11/13 85
Ra De Ra De
- 5+ 4+ 4+
Special Rules Special Rules
Crushing Strength (3), Pathfinder, Shambling, Vicious (Melee) Crushing Strength (1)
Spells Caustic Spit: 18”, Piercing (1), Steady Aim
Fireball (8) Keywords: Reptilian
Keywords: Flamebound

Komodon
Monster
Ht
3
Titans
Sp Me Unit Size US Att Ne Pts
5 5+ 1 1 3 11/13 115 Fire Drake Ht
Ra De Titan 6
5+ 4+
Sp Me Unit Size US Att Ne Pts
Special Rules 7 4+ 1 1 12 16/18 210
Blast ((D3) - Melee), Crushing Strength (1), Vicious
Bile Spew: 36”, Blast (D3+1), Piercing (1) Ra De
Keywords: Reptilian 4+ 5+
Special Rules
Crushing Strength (2), Nimble
Firebreath: 12”, Steady Aim
Keywords: Flamebound, Reptilian

54
Salamanders
Ghekkotah Slasher Ht Phoenix Ht
Titan 6 Titan, Spellcaster: 0 6
Sp Me Unit Size US Att Ne Pts Sp Me Unit Size US Att Ne Pts
7 3+ 1 1 8 16/18 210 10 3+ 1 1 5 14/16 195
Ra De Ra De
5+ 5+ - 3+
Special Rules Special Rules
Crushing Strength (2), Pathfinder Crushing Strength (1), Fly, Nimble, Radiance of Life,
Sharpstick Thrower: 36”, Att: 2, Blast (D3), Piercing (2), Steady Regeneration (4+)
Aim Spells
Keywords: Beast, Ghekkotah Fireball (10), Heal (5)
Keywords: Flamebound, Majestic

Heroes
Clan Lord Ht Herald Ht
Hero (Hv Inf) 2 Hero (Hv Inf) 2
Sp Me Unit Size US Att Ne Pts Sp Me Unit Size US Att Ne Pts
5 3+ 1 0 5 13/15 100 5 4+ 1 0 1 10/12 60
Ra De Ra De
- 5+ - 5+
Special Rules Special Rules
Crushing Strength (2), Individual, Inspiring, Mighty Crushing Strength (1), Individual, Inspiring
Options Options
• Mount on a Raptor, increasing Speed to 8 changing to Hero • Mount on a Raptor, increasing Speed to 8 and changing to Hero
(Cav – Height: 3) for +35 pts (Cav – Height: 3) for +25 pts
• Effigy of Fire for +5 pts Keywords: Salamander
Keywords: Salamander

Mage-Priest Ht Battle Captain Ht


Hero (Hv Inf), Spellcaster: 2 2 Hero (Hv Inf) 2
Sp Me Unit Size US Att Ne Pts Sp Me Unit Size US Att Ne Pts
5 4+ 1 0 1 10/12 90 5 3+ 1 0 3 11/13 55
Ra De Ra De
- 5+ - 5+
Special Rules Special Rules
Crushing Strength (1), Individual, Inspiring (Flamebound only) Crushing Strength (2), Individual
Fuel for the Fire: While within 6” of another Friendly Core Options
Flamebound unit, this unit can reroll all to hit rolls of a natural, • Mount on a Raptor, increasing Speed to 8 and changing to Hero
unmodifed 1 with Fireball, Bane Chant, Heal and Surge. (Cav – Height: 3) for +25 pts
Spells • Path of Fire [1] - Gain Aura (Pathfinder - Heavy Infantry only)
Fireball (10) for +15 pts - This unique upgrade cannot be taken in addition to
Options a magical artefact or a Raptor mount.
• Mount on a Raptor, increasing Speed to 8 and changing to Hero Keywords: Salamander
(Cav – Height: 3) for +25 pts
• Bane Chant (3) for +30 pts
• Heal (3) for +20 pts
• Surge (8) for +30 pts, or free if it replaces Fireball
Keywords: Flamebound, Salamander

55
Army Lists

Battle Captain on Rhinosaur Ht Clan Lord on Fire Drake Ht


Hero (Lrg Cav) 4 Hero (Ttn) 6
Sp Me Unit Size US Att Ne Pts Sp Me Unit Size US Att Ne Pts
7 3+ 1 1 6 -/15 140 10 4+ 1 1 15 17/19 300
Ra De Ra De
- 5+ 4+ 5+
Special Rules Special Rules
Brutal, Crushing Strength (2), Nimble, Thunderous Charge (1) Crushing Strength (2), Fly, Inspiring, Nimble
Keywords: Reptilian, Salamander Firebreath: 12”, Steady Aim
Keywords: Flamebound, Reptilian, Salamander

Ghekkotah Clutch Warden Ht Ghekkotah Skylord on Scorchwing Ht


Hero (Inf) 2 Hero (Lrg Cav) 4
Sp Me Unit Size US Att Ne Pts Sp Me Unit Size US Att Ne Pts
7 3+ 1 0 4 10/12 95 10 3+ 1 1 4 11/13 120
Ra De Ra De
4+ 4+ 3+ 4+
Special Rules Special Rules
Duelist, Individual, Inspiring (Ghekkotah only), Pathfinder, Fly, Inspiring (Flamebound only), Nimble, Vicious
Scout, Stealthy, Vicious Firesparks: 18”, Steady Aim
Blowpipes: 18” Keywords: Flamebound, Ghekkotah
Keywords: Ghekkotah

Unique Units
Firebrand [1] Ht Artakl [1] Ht
Hero (Hv Inf) 2 Hero (Inf) 2
Sp Me Unit Size US Att Ne Pts Sp Me Unit Size US Att Ne Pts
5 3+ 1 0 5 -/15 120 7 3+ 1 0 5 11/13 135
Ra De Ra De
4+ 5+ 3+ 4+
Special Rules Special Rules
Aura (Elite (Melee) - Corsair only), Crushing Strength (2), Duelist, Duelist, Individual, Inspiring (Ghekkotah only), Pathfinder,
Individual, Inspiring Scout, Stealthy, Vicious
Pistols: 12”, Piercing (1) Monster Hunter: The unit has Piercing (2) with its Blowpipe
Keywords: Corsair, Salamander weapon when attacking Monsters and Titans.
Blowpipe: 18”, Piercing (1)
Keywords: Ghekkotah, Tracker

56
Salamanders

57
Army Lists

Sylvan
Kin

58
The Sylvan Kin, the Fey, inhabit the most magical parts of
Sylvan Kin
Although the beings of the forests tend not to take interest
the forest, among the faeries and nymphs that dwell there, in the affairs of mortals, a few beings are affected by the
and they are a rare sight to behold. They are a capricious and continual destruction of the green places of the world. The
elusive people, deeply suspicious of most other beings, even forests bring life to the world and they can also bring death.
distrusting their fellow elves. They are at one with nature. The most powerful of these beings is the ancient tree herder
known as the Wiltfather. All beings are doomed to die and it
Long ago they rejected the ways of the other kindreds and is the Wiltfather who brings this fate to them, draining the
fully embraced the arboreal origins of Pannithor. They are life force of all in their presence. While some may see them
antagonistic to any who would alter the natural order of the as a cruel being who strides alongside the forces of the Green
world and have little contact with other races. Most dwell Lady, in truth they are a kind soul. To the Wiltfather, life is a
inside the bounds of the mystic forest of Galahir, but a large struggle and death is the release.
contingent live in the Twilight Glades.
To join the Windborne is to receive the recognition of an elf’s
While the armies of the Fey still continue to adopt many of supreme skills with horse and bow. Drawn from the ranks of
the traditional elven battle formations and unit types, their the exuberant youthful Thornsprites and Gladestalkers, the
appearance mimics the wild nature of the Fey themselves. Windborne often stand aloof and proud, picking and choosing
Armour and weaponry may appear organic and even grown when and where they fight. When they do, however, they
in place, adapting to the wearer. When the Fey are roused will often turn the tide of battle by punishing the enemy with
to war, the clarion calls of ancient ironoak horns resonate their magically infused, silver-tipped arrows.
and reverberate through the trunks of the majestic woodland
sentinels—a sonorous and mournful note that stirs the Although they are famed for fighting alongside the forces
creatures and spirits of the forests and summons the great of Basilea, wild panthers can be found all over Pannithor,
Host to battle. especially in forest regions such as Galahir, Elvenholme or
the Vieshlar Hinterlands. The large predators are strong and
The nobility of the Fey, if they can be considered as such, swift, capable of tackling a fully grown orc to the ground and
do not take the title of Queen, Prince, or King as would disembowelling them in short order. When hunting in packs,
their more arrogant cousins. Instead they consider it is their they can take down much larger and more dangerous prey,
ultimate duty to guard the forests and the pathways that criss- leaping onto shoulders or back and sinking their teeth into
cross Pannithor and as such adopt titles such as Custodian of exposed flesh.
the Ways, or Garddrws. Rarely, one of these champions will
stir a mighty barkwyrm from its slumber—a sight to rival the With their affinity to nature and the Green lady, the Sylvan
famous Dragon Lords of Alandar. Kin are one of the few forces outside of Basilea who can lure
these predators into battle. While they are a great asset to
Boskwraiths are wild, even by the standard of the Fey. Most any army, they are still wild, untamed animals who can be as
are young adults, with the energy and passion of their youth dangerous to their handlers as they are to their foes.
still burning bright within them. They fight in chaotic
formations, unpredictable and deadly. They get their name Known as Stormwind to the elves, heavy cavalry go by the
from the glittering pixies and excited will-o’-the-wisps that name of Fen Rangers in the Host of the Fey. The Fey don’t
are drawn to the frenzied and effervescent elves and surround have many horses, but their herds graze in enchanted glades
them with a ghostly aura. These fiendish imps delight in during the day and are taken to pasture under moonlit skies
frolicking among the enemy and biting at any exposed at night where their hooves leave a faint trail of fairy-fire
flesh. Whereas most Boskwraiths will mature and join the across the open grasslands. All elves are more than competent
ranks of the more disciplined Forest and Palace Guards, bareback riders, but the Rangers protect their steeds with
the Archwraiths are solitary beings that have embraced ensorcelled leather and bark barding that is as tough as steel.
the extremes of life and the wild ebullience it can provide.
They live on the edge of Fey society and are even more The Fey’s Archmages are known as Spirit Weavers. Of all
enigmatic than the Fey themselves, if that is possible. They the Fey, they are most likely to communicate with the Green
are mercurial and spiteful, and named as much for their Lady. While they may beseech her guidance or support in
previous life as Boskwraiths as for the throng of mischievous war, the Lady rarely listens, trusting the Fey enough to deal
fairy kings that swarm around them. Mostly, they come and with matters on their own. Occasionally, however, when the
go as they please, but if they feel the call of the Host, they are Fey’s needs are commensurate with her own, the Lady may
menacing and deadly warriors. project an Avatar of herself to fight alongside the Host—a
formidable ally indeed.

59
Army Lists

El’Rik was raised in a lonely sentinel spire on the southern Presenting himself at the Court of the Mage-Queen, El’Rik
slopes of the Mountains of Alandar. He represents the coming demonstrated his abilities, weaving a war dance that defied
together of two very different strands of the world in which anything even the most accomplished of the Sylvan Kin could
the elves exist, combining both into a truly unique individual. achieve. By calling upon the powers of magic, El’Rik leaped
El’Rik’s mother was a mage serving in the court of Ileuthar, to impossible heights, passed through solid obstacles and even
a spellcaster well known for her ability to manipulate the vanished entirely to re-appear somewhere else. All of this was
strands of fate. His father was a wild battle-dancer, an achieved with an impossible grace that bewitched all who
Archwraith of the Sylvan Kin from distant Galahir. The two witnessed it.
came together when the mighty Accord of Light was raised to
repel an invasion of dead-things pouring from dark Ophidia. It was not long before El’Rik was demonstrating his twin
The union was doomed from the start, and soon after El’Rik’s mastery on the field of battle, where his abilities proved
birth, both of his parents were lost when the Bastion of utterly deadly to the enemies of the elves. In war El’Rik
Dusk fell to a horde of Living Dead said to swarm from one tears across the battlefield like a tornado, a trail of dead
horizon to the other. Though the remains of neither were and broken bodies cast aside in his wake. Yet, he must ever
ever recovered, few harbour any hope that they, or any of the remain cautious to ensure the twin aspects of his heritage are
defenders of that once mighty citadel, could possibly have properly balanced against one another for it is only in the
escaped. finely tuned continuum of the spell-dance that his soul knows
true peace. To indulge one aspect over the other would almost
And so the infant El’Rik presented the kin of both his certainly prove fatal for El’Rik, and cost him far more than
parents with something of a problem. Neither would entirely his life.
accept his mixed heritage nor agree how he should be raised.
The wild forest-dwelling Sylvan Kin of his father’s line saw in
the elven babe something they could not entirely trust, while
the magic-steeped peers of his lost mother regarded him as
too wild to control the magical inheritance he was almost
certain to develop as he matured. In time, the Mage-Queen
Laraentha herself took pity on the infant and intervened in
person. She decreed that El’Rik would become the charge
of the royal household and be raised by the wardens of Tor
Alandar, a watchtower guarding the southern reaches of
Alandar, and when he came of age he would choose his own
path in life.

El’Rik’s youth was spent in isolation from the mainstream


of elven society, his only company the taciturn wardens of
the watch-spire. He learned much in the ways of war and
the wilds, and as he grew to his maturity, El’Rik found
himself coming into the inheritance of both his parents in
equal measure. From his father he inherited a love of the
wilderness as well as the feral grace of the Fey, while from
his mother he inherited great skill at manipulating the
strands of fate and magic.

Elves mature far slower than men, and so have many long
years to master themselves. By the time he was held ready
to leave Tor Alandar, El’Rik was a master of magic and a
warrior beyond compare. Yet, in him both disciplines became
far more than the sum of their parts. El’Rik somehow
combined his skills as a fighter with those of a Spirit Weaver.

60
Sylvan Kin
Army Special Upgrade Alignment: Neutral
Deathroot Arrows
Once per game, when the unit rolls to damage with a ranged weapon, you may choose to reroll up to 3 dice that score a
natural, unmodified 1. The unit’s Deathroot Arrows are then destroyed and cannot be used again for the remainder of the
game.

Army Special Rules


The Sylvan Kin list is a Theme List. The Master List for this Theme is Elves.
Note: Units taken from the Master List change their Alignment to Neutral.

The following units may be taken from the Master List:


Kindred Tallspears, Kindred Archers, Stormwind Cavalry*, Forest Shamblers, Bolt Thrower, Elven King, Elven Prince, Elven Archmage, Army
Standard Bearer, Dragon Kindred Lord.

In addition to units from the Master List, Sylvan Kindred armies may select from the following units.

Infantry Heavy Infantry


Boskwraiths Ht Hunters of the Wild Ht
Infantry 2 Heavy Infantry 2
Sp Me Unit Size US Att Ne Pts Sp Me Unit Size US Att Ne Pts
6 4+ Troop (10) 1 20 10/12 115 5 3+ Troop (10) 1 12 10/12 105
Ra De Regiment (20) 3 25 14/16 175 Ra De Regiment (20) 3 15 14/16 160
- 3+ - 5+
Special Rules Special Rules
Elite (Melee), Fury, Wild Charge (D3) Pathfinder, Scout
Keywords: Boskwraith, Elf, Verdant Keywords: Verdant

Forest Guard Ht Riverguard Treeleapers* Ht


Infantry 2 Infantry 2
Sp Me Unit Size US Att Ne Pts Sp Me Unit Size US Att Ne Pts
6 3+ Troop (10) 1 10 11/13 105 7 4+ Troop (10) 1 10 10/12 110
Ra De Regiment (20) 3 12 15/17 165 Ra De Regiment (20) 3 12 14/16 170
- 4+ Horde (40) 4 25 22/24 270 - 4+
Special Rules Special Rules
Elite (Melee), Pathfinder, Thunderous Charge (1) Crushing Strength (1), Ensnare, Fly, Nimble, Pathfinder
Keywords: Elf, Tracker Keywords: Amphibian

61
Army Lists

Ranged Infantry Cavalry


Kindred Gladestalkers* Ht The Windborne [1] Ht
Infantry 2 Cavalry, Spellcaster: 0 3
Sp Me Unit Size US Att Ne Pts Sp Me Unit Size US Att Ne Pts
6 4+ Troop (10) 1 8 10/12 130 10 4+ Troop (5) 1 7 11/13 165
Ra De Regiment (20) 2 10 14/16 175 Ra De
4+ 3+ - 4+
Special Rules Special Rules
Elite, Pathfinder, Scout Elite, Nimble
Bows: 24”, Steady Aim Windborne Arrows: For each hit caused with this unit’s Wind
Opions Blast spell, in addition to moving the target, roll to damage as
• Deathroot Arrows for +5 pts normal.
Keywords: Elf, Kindred, Tracker Spells
Wind Blast (7)
Keywords: Elf

Wild Gur Panthers* Ht


Cavalry 2
Sp Me Unit Size US Att Ne Pts
10 4+ Troop (5) 1 6 9/11 85
Ra De Regiment (10) 3 12 12/14 130
- 3+
Special Rules
Nimble, Pathfinder, Vicious (Melee)
Keywords: Beast

Silverbreeze Cavalry* Ht
Cavalry 3
Sp Me Unit Size US Att Ne Pts
10 4+ Troop (5) 1 7 11/13 130
Ra De Regiment (10) 2 14 14/16 200
4+ 4+
Special Rules
Nimble
Shortbows: 18”, Elite (Ranged), Steady Aim
Options
• Deathroot Arrows for +5 pts
Keywords: Elf

62
Sylvan Kin
Heroes
Archwraith Ht Forest Warden Ht
Hero (Inf) 2 Hero (Lrg Inf), Spellcaster: 0 3
Sp Me Unit Size US Att Ne Pts Sp Me Unit Size US Att Ne Pts
6 3+ 1 0 6 -/13 80 6 3+ 1 1 3 11/13 90
Ra De Ra De
- 3+ - 5+
Special Rules Special Rules
Elite (Melee), Individual, Inspiring (Boskwraith only), Wild Crushing Strength (2), Nimble, Pathfinder, Scout
Charge (D3) Spells
Keywords: Boskwraith, Elf, Verdant Surge (4)
Keywords: Verdant

Master Hunter Ht Tree Herder Ht


Hero (Inf) 2 Hero (Mon), Spellcaster: 0 5
Sp Me Unit Size US Att Ne Pts Sp Me Unit Size US Att Ne Pts
7 3+ 1 0 4 11/13 115 6 3+ 1 1 9 -/18 260
Ra De Ra De
3+ 4+ - 6+
Special Rules Special Rules
Elite, Individual, Inspiring (Tracker only), Pathfinder, Scout, Crushing Strength (3), Inspiring, Pathfinder, Radiance of Life,
Stealthy Scout, Strider
Bow: 24”, Piercing (1) Spells
Options Surge (8)
• Deathroot Arrows for +5 pts Options
Keywords: Elf, Tracker • Upgrade to The Wiltfather [1] - Losing Radiance of Life,
increasing Attacks to 10 and Nerve to -/19 and gaining Aura
(Elite - Verdant only) and Cloak of Death for +40 pts
Keywords: Verdant

Unique Units
Avatar of the Green Lady [1] Ht El’Rik Nisleen [1] Ht
Hero (Inf), Spellcaster: 3 2 Hero (Inf), Spellcaster: 2 2
Sp Me Unit Size US Att Ne Pts Sp Me Unit Size US Att Ne Pts
10 5+ 1 0 1 13/15 185 7 2+ 1 0 6 -/14 160
Ra De Ra De
- 5+ - 5+
Special Rules Special Rules
Fly, Individual, Inspiring, Regeneration (5+) Crushing Strength (1), Elite (Melee), Individual, Inspiring, Mighty,
Balance: At the start of each of your Turns, you may choose for Pathfinder
this unit to have either Cloak of Death or Radiance of Life. Wayfire: This unit’s Fireball spell has the Shattering special rule.
Spells Spells
Heal (6) Fireball (8)
Keywords: Phantasm, Verdant Keywords: Elf

63
Army Lists

64
Army Lists

Free Dwarfs on the march in Estacarr disturb and enrage the Sylvan Kin.

65
Army Lists

The Herd

66
The Herd are an immensely valuable tool in the arsenal of
The Herd
twisted things shut off from the Mother. Lycans are at one
the Green Lady and for her constant struggle to find balance with nature and share a deep connection with the world.
in the world. The despicable orcs and other evil things have a Their very life force is sustained by the Mother and nothing
special hatred reserved for them, but even the Noble Peoples other than death itself can bring them down for long. While
are not always content with what they have, and the Herd the fallen Lykanis are twisted monstrosities, the Lycan Alphas
must fight to protect the Mother-world from predation and are noble and brave. They are fast and immensely powerful
plunder from all quarters. beings, and their feral-looking eyes glitter with a surprising
intellect.
The Herd can deploy a very unique and varied array of troops
into battle, from regiments of tribal beastmen, to troops of The lycan known as Moonfang was first encountered 10
owlbears, minotaurs, and centaurs, and even the very trees years ago, fighting alongside the forces of the undead as war
and creatures of the land themselves—summoned and infused engulfed the world. It was more lethal than most of its kind,
with the magic of the Lady’s druids. The lifeblood and spirit claiming the lives of more than a score of tribal warriors
of Brave Kyron throbs through the veins of the Herd, and the before it could be subdued. After the battle, the beast was
thundering of blood in their ears is mirrored in the trembling taken before the tribal druid, who freed the creature from its
of the earth when they stampede to war. torment. Now a noble soldier, it fights alongside the armies of
the herd.
Fauns, Satyrs, and the like are equipped with light armour,
hand weapons, and shields; the tribal warriors of the Herd In times of peace, those known as the Guardians are typically
are mighty and brave. Given a choice, however, they would solitary, territorial, and reclusive individuals. Each innately
rather live at peace with everything around them. As such, knows the land they are tasked to protect. When the threat
some tribespeople are less suited to the rigor of frontline is great, or when the Herd must gather to march to war,
combat but are still duty-bound to protect the tribes, families, all manner of these powerful beastmen will band together,
and world around them. The Herd knows all too well how the from minotaurs to owlbears and even more unusual forms.
humble spear can destroy the momentum of an assault and They form blocks of massive shock troops within the Herd’s
use it themselves in defence and counter-attack. front lines. As well as their natural savagery, they are often
equipped with brutal weaponry and huge wooden shields.
The biggest and bulkiest of the frontline infantry are known Others may have armoured hides, razor-sharp claws, and
as Longhorns. These beastmen are powerful and hard hitting powerful beaks which they use to rend their enemies.
with vast combat experience. Before leading the Herd into
battle, the druids will bless their arms and armour during Not given easily to fear or defeat, where others would bow
solemn and ancient rituals. their heads, the mighty Guardian Brutes will bellow their
defiance and smash their way back into the fray. This
Tribal Spirit Walkers spend much time with the druids. apparent recklessness is epitomised by the thunderous
Together they explore the meaning of nature, the world, and devastating charges of the surprisingly agile Minotaur
and the Herd as a whole. Fuelled by a concoction of sacred Chariots. These huge engines of war are hauled by snarling,
potions, their actions not quite their own, these warriors have bloodthirsty bull-men and driven by highly skilled, and
established a spiritual bond with their honoured ancestors, perhaps slightly deranged, Longhorns.
those who fell in battle defending the land. Caring no longer
for their own lives, they will willingly sacrifice themselves in
battle for the Herd. Shepherding the Beast
Raised from the ranks of the Longhorns, the mighty Tribal
Tribal commanders greatly value the skills of the Trappers, Chieftains are both wise and mighty. They listen closely to
who can glide silently through the land, stalking their their Shamans and, when the Mother-earth and the Lady
unknowing prey. They are lightly armoured and use a variety require, they will lead the tribes of the Herd to war. While
of throwing weapons or bows to lethal effect. generally a chieftain prefers to remain on foot close to their
warriors and the earth, sometimes they will ride to battle on a
Tribal Might powerful minotaur chariot where they can better see the ebb
and flow of the fight.
Supporting the massed ranks of the tribal warriors are great,
muscle-bound and ferocious beastmen that tower above even The tribal Druids, or shaman as they are sometimes known,
the Longhorns. share the deepest connection to both the Mother and the
Father and advise the great chieftains on all matters. In times
Lycans are those of The Lost that Kyron rescued after
of dire need, the shamans from many tribes will gather to
Garkan’s experiments in merging man and wolf. The
combine their skills and powers to beseech the Father for the
Werewolves were lost to darkness, becoming perverse and
power and guidance to lead their warriors to victory. 

67
Army Lists

Army Special Upgrade Alignment: Neutral


Sabre-Toothed Hunting Cat
The unit gains Duelist.

Army Special Rules


The Herd list is a Theme List. The Master List for this Theme is Forces of Nature.

The following units may be taken from the Master List:


Hunters of the Wild, Centaur Bray Striders, Centaur Bray Hunters, Woodland Critters*, Forest Shamblers, Earth Elementals, Beast of Nature,
Greater Earth Elemental, Druid, Gladewalker Druid, Tree Herder, Forest Warden.

In addition to units from the Master List, Herd armies may select from the following units:

Infantry
Tribal Warriors Ht Tribal Spears Ht
Infantry 2 Infantry 2
Sp Me Unit Size US Att Ne Pts Sp Me Unit Size US Att Ne Pts
6 4+ Troop (10) 1 10 9/11 80 6 4+ Troop (10) 1 12 9/11 90
Ra De Regiment (20) 3 12 13/15 120 Ra De Regiment (20) 3 15 13/15 135
- 4+ Horde (40) 4 25 20/22 200 - 4+ Horde (40) 4 30 20/22 225
Special Rules Special Rules
Pathfinder, Thunderous Charge (1) Pathfinder, Phalanx, Thunderous Charge (1)
Keywords: Herd Keywords: Herd

Spirit Walkers Ht
Infantry 2
Sp Me Unit Size US Att Ne Pts
6 3+ Troop (10) 1 12 -/11 105
Ra De Regiment (20) 3 15 -/15 160
- 3+ Horde (40) 4 30 -/22 265
Special Rules
Pathfinder, Thunderous Charge (1), Wild Charge (D3)
Keywords: Berserker, Herd, Phantasm

68
The Herd
Heavy Infantry
Longhorns Ht Harpies* Ht
Heavy Infantry 2 Heavy Infantry 2
Sp Me Unit Size US Att Ne Pts Sp Me Unit Size US Att Ne Pts
6 3+ Troop (10) 1 15 10/12 135 10 4+ Troop (10) 1 8 9/11 90
Ra De Regiment (20) 3 20 14/16 205 Ra De
- 4+ - 3+
Special Rules Special Rules
Crushing Strength (1), Pathfinder, Thunderous Charge (1) Fly, Nimble, Pathfinder, Vicious (Melee)
Keywords: Herd Keywords: Harpy

Ranged Infantry Cavalry


Tribal Trappers* Ht Wild Gur Panthers* Ht
Infantry 2 Cavalry 2
Sp Me Unit Size US Att Ne Pts Sp Me Unit Size US Att Ne Pts
6 5+ Troop (10) 1 8 9/11 90 10 4+ Troop (5) 1 6 9/11 85
Ra De Regiment (20) 2 10 13/15 120 Ra De Regiment (10) 3 12 12/14 130
5+ 3+ - 3+
Special Rules Special Rules
Pathfinder, Scout, Thunderous Charge (1) Nimble, Pathfinder, Vicious (Melee)
Shortbows: 18” Keywords: Beast
Keywords: Herd, Tracker

Chariots
Minotaur Chariots* Ht
Chariot 3
Sp Me Unit Size US Att Ne Pts
6 3+ Troop (2) 1 10 12/15 170
Ra De Regiment (3) 2 15 14/17 210
- 5+ Horde (4) 3 20 16/19 265
Special Rules
Crushing Strength (1), Fury, Strider, Thunderous Charge (2), Wild
Charge (D3)
Keywords: Herd, Minotaur

69
Army Lists

Large Infantry
Guardian Brutes Ht Lycans Ht
Large Infantry 3 Large Infantry 3
Sp Me Unit Size US Att Ne Pts Sp Me Unit Size US Att Ne Pts
6 4+ Regiment (3) 2 15 12/14 135 9 3+ Regiment (3) 2 9 12/14 155
Ra De Horde (6) 3 30 15/17 225 Ra De Horde (6) 3 18 15/17 255
- 4+ - 4+
Special Rules Special Rules
Crushing Strength (1), Fury, Thunderous Charge (1), Wild Charge (D3) Crushing Strength (1), Nimble, Pathfinder, Regeneration (5+)
Keywords: Beast, Herd Keywords: Beast, Lycanthrope

70
The Herd
Heroes
Tribal Tracker Ht Great Chieftain Ht
Hero (Inf) 2 Hero (Inf) 2
Sp Me Unit Size US Att Ne Pts Sp Me Unit Size US Att Ne Pts
6 4+ 1 0 4 10/12 80 6 3+ 1 0 5 12/14 110
Ra De Ra De
4+ 4+ - 5+
Special Rules Special Rules
Individual, Inspiring (Tracker only), Pathfinder, Scout, Stealthy Crushing Strength (1), Individual, Inspiring, Mighty, Pathfinder,
Shortbow: 18”, Piercing (1) Thunderous Charge (1)
Options Options
• Sabre-Toothed Hunting Cat for +10 pts • Gain the ranged attack - Shortbow : 18”, Ra: 4+ for +15 pts
Keywords: Herd, Tracker • Sabre-Toothed Hunting Cat for +10 pts
Keywords: Herd

Great Chieftain on Minotaur Chariot Ht Lycan Alpha Ht


Hero (Cht) 3 Hero (Lrg Inf) 3
Sp Me Unit Size US Att Ne Pts Sp Me Unit Size US Att Ne Pts
6 3+ 1 1 5 13/16 140 9 3+ 1 1 5 13/15 165
Ra De Ra De
- 5+ - 5+
Special Rules Special Rules
Crushing Strength (1), Fury, Inspiring, Nimble, Strider, Thunderous Crushing Strength (2), Inspiring (Lycanthrope only), Nimble,
Charge (2), Wild Charge (D3) Pathfinder, Regeneration (5+)
Options Keywords: Beast, Lycanthrope
• Gain the ranged attack - Shortbow: 18”, Ra: 4+ for +15 pts
Keywords: Herd, Minotaur

Unique Units
Centaur Chief Ht Moonfang [1] Ht
Hero (Cav) 3 Hero (Lrg Inf) 3
Sp Me Unit Size US Att Ne Pts Sp Me Unit Size US Att Ne Pts
8 3+ 1 0 4 11/13 110 9 3+ 1 1 6 14/16 210
Ra De Ra De
- 4+ - 5+
Special Rules Special Rules
Crushing Strength (2), Individual, Inspiring (Centaur only), Mighty, Crushing Strength (2), Inspiring, Nimble, Pathfinder, Regeneration
Pathfinder (4+), Vicious (Melee)
Options Primal Savagery: Friendly Core units that are Engaged with the
• Gain the ranged attack - Shortbow: 18”, Ra: 4+ for +10 pts same enemy unit as Moonfang have Vicious (Melee).
• Sabre-Toothed Hunting Cat for +10 pts Keywords: Beast, Lycanthrope
Keywords: Centaur

71
Army Lists

Kingdoms
of Men

72
Of all the Noble Peoples, humans are the most numerous.
Kingdoms of Men
The Mobility of Men
They can be found everywhere, from the most verdant valley
to the harshest environment, anywhere a living can be Humans have forever used horses as beasts of burden, tools
scratched from the land. of war, or simply creatures of leisure. Across all the human
lands, units of cavalry may vary wildly in their appearance
The great alliances of the past may be fading memories; and training, but fundamentally any military scholar would
men are as likely to fight shoulder to shoulder with the categorise them in a similar way: heavy horse, light horse,
elves and dwarfs as they are to oppose them, and on many and skirmishers.
occasions men have fought on both sides of the battle in these
grand alliances. Men, however, most often fight other men, Elite household guard, fanatical templars, brave knights on
whether through greed or hatred or honour or just through a chivalrous quest, or disinherited noblemen in search of
misunderstanding. Humans are hot-blooded, and not always redemption, heavily armoured cavalrymen make fearsome
wise; their vivacity is a curse as much as it is a blessing. shock troops. Lightly armed compared with the knights,
mounted sergeants are swift cavalry units used most often on
the wings of a battle line to pursue and cut down enemies
that are retreating from the battlefield. Mounted scouts are
deployed in skirmish or reconnaissance roles. They are fast
and flexible warriors that form the eyes and ears of an army
as it advances.

Chariots are one of the most devastating weapons deployed


by the Kingdoms of Men, and only the finest warriors are
permitted to use them. Training hard to acquire the expertise
to handle the warhorses which draw them, as well as to gain
the skill to make use of their weapons on the jolting, shifting
platform, charioteer units are the pride of any army and the
bane of many foes.

The Might of Men


The Successor Kingdoms are the homes of engineers
and wizard-scholars, and their armies often reflect this.
Gunpowder weapons such as cannon are common there
although none are as reliable or as well-crafted as those
manufactured by the dwarfs. The venerable bow is the most
common ranged weapons in human kingdoms, although
some human rulers equip their troops with crossbows,
trading tactical flexibility for hitting power. Ranks of warriors
bristling with glittering spears are a staple of most human
armies, and all the kingdoms born from Primovantor’s ruins
favour blocks of pole-arms, weapons used for millennia.

Aeons of warfare have not diminished the classic shieldwall


formations favoured by many human armies and civilisations
through the ages. Warriors are equipped with chain mail or
leather armour and carry a sword or axe and a wide shield
that they can lock together to adopt a defensive barrier.
Human noblemen tend to equip the elite warriors making up
their foot guard with the best armour and weaponry that their
wealth can afford. Many city states have a militia to varying
degrees of professionalism and training. Hurriedly conscripted
in time of dire need, these rag-tag formations never last very
long on an open battlefield but are useful for demonstrating
strength of numbers—or sacrificing so the real soldiers can
escape in an orderly fashion.

73
Army Lists

The Machines of Men way to Dol Gragos itself where he eventually joined the city
guard and then the official state military, specialising as a
When it comes to engines of war and destruction, mankind member of the patrols in the mountain passes, hunting down
has adopted, borrowed, or simply stolen designs from all over the brigands that haunted the land and preyed on the weak.
the known world. Having built up his reputation as a cunning and ruthless
The most ancient of war engines, the catapult is mostly used operator, he left active service to form his own warband,
in sieges, but other more modern devices have appeared of offering his expertise and skills to the highest bidder.
late, firing explosive shells or even rudimentary rockets in Decades later, the Captain is much in demand—his grasp of
high arcs. Scorpions are torsion-powered giant crossbows, tactics and his ability to read a battle and anticipate enemy
whose bolts can easily skewer several enemy warriors. movements is unparalleled. His services are expensive, but
Cannons are the simplest and perhaps still the most cost- worth every coin.
effective of the war machines used by men, and a dwarf
tradition that the humans were very keen to make their own.

The Monstrosities of Men


Men are considered some of the most successful hunters in
the world, so much so that they are often viewed more as a
plague of ravenous locusts to be feared, rather than one of
the celebrated Noble Peoples. Tribal hunters from the north
are employed to capture the huge creatures that make the
wild places their habitat. As such, mammoths and other
beasts of their ilk are not an uncommon sight in the armies
of men. Giants too are oft-times seen striding angrily among
the serried ranks of human pole-arms, goaded into action
with the promise of an unrivalled feast among the enemy
corpses, so long as they help their side to victory. Not all
these colossal beings live in such servitude, however. Some
more enterprising and intelligent giants, notably the Goliaths
of Keretia and the cyclopean Swamp Lords of Khopacati,
offer their unique, destructive services for a fee—one their
paymasters are keen to dispense of as soon as possible, lest
they have to contend with an enraged and ravenous monster
smashing down their door.

The Majesty of Men


From elf lords and princes, dwarf kings and Salamander
clan lords, to snow troll primes, orc Krudgers and undead
pharaohs, the great leaders of the world are often equally as
fearsome in battle as they are in political scheming and the
running of empires. Human nobles and generals, however,
are not always the most powerful warriors, but they are the The Magic of Men
best battle-leaders. Recognising that devolving responsibility Mankind has a fascination with sorcery. Magic is regarded
for the actual fighting to their champions and trusted heroes with superstition and fear and is also a road to power and
while they lend their intellect to logistics and strategy is a prestige. Human wizards must learn their trade quickly, for
useful, and often decisive, skill. When human generals do they do not have the centuries that the great elven mages do
take to the field, only the richest noblemen can afford to ride to practice, study, and hone their abilities. As such, human
a hippogryph, manticore, or similar winged beast. wizards are often hot-headed, impatient souls, and a thirst for
knowledge and power can be a destabilising and dangerous
The legendary figure known as the Captain is the most companion. It is not, therefore, a surprise that many take
seasoned of mercenary leaders. Born Alvaro Raposa, the dangerous risks, and that most of the necromancy in the
Captain hails from a mountain village near Dol Gragos, His world is practiced by man. Competent and trustworthy battle-
family scraped a living from a small vineyard business, but wizards can be lonesome, mysterious figures, but they are a
Raposa was orphaned at an early age when bandits killed his rare and powerful addition to any human army.
parents and destroyed his home. The young boy made his

74
Kingdoms of Men
Army Special Upgrade Alignment: Neutral
Indomitable Will
Once per game, during your turn, you may choose to make the unit Fearless and gain the Inspiring (Self) special rule.
Both of these last until the start of your next turn. In addition, if this unit is currently Wavered it becomes Steady. The
unit’s Indomitable Will is then depleted and cannot be used again for the remainder of the game.

Infantry
Shield Wall Ht Pole-Arms Block Ht
Infantry 2 Infantry 2
Sp Me Unit Size US Att Ne Pts Sp Me Unit Size US Att Ne Pts
5 4+ Troop (10) 1 10 9/11 65 5 4+ Regiment (20) 3 12 13/15 105
Ra De Regiment (20) 3 12 13/15 100 Ra De Horde (40) 4 25 20/22 175
- 4+ Horde (40) 4 25 20/22 165 - 3+
Special Rules Special Rules
- Crushing Strength (1)
Options Options
• Indomitable Will for +10 pts • Indomitable Will for +10 pts
Keywords: Human Keywords: Human

Spear Phalanx Ht Foot Guard Ht


Infantry 2 Infantry 2
Sp Me Unit Size US Att Ne Pts Sp Me Unit Size US Att Ne Pts
5 4+ Regiment (20) 3 15 13/15 120 5 3+ Troop (10) 1 10 10/12 90
Ra De Horde (40) 4 30 20/22 200 Ra De Regiment (20) 3 12 14/16 135
- 4+ - 5+ Horde (40) 4 25 21/23 225
Special Rules Special Rules
Phalanx -
Options Options
• Indomitable Will for +10 pts • Indomitable Will for +10 pts
• Exchange Spears for Pikes, gaining Ensnare for [+20/+30] pts • Exchange shields for two-handed weapons, lowering Defence to
Keywords: Human 4+ and gaining Crushing Strength (1) for free
Keywords: Human, Knight

Militia Mob* Ht Fanatics Ht


Infantry 2 Infantry 2
Sp Me Unit Size US Att Ne Pts Sp Me Unit Size US Att Ne Pts
5 5+ Regiment (20) 2 12 11/14 70 5 3+ Troop (10) 1 12 -/11 95
Ra De Horde (40) 3 25 18/21 115 Ra De Regiment (20) 3 15 -/15 145
- 3+ Legion (60) 4 30 24/27 170 - 3+ Horde (40) 4 30 -/22 240
Special Rules Special Rules
- Crushing Strength (1), Wild Charge (D3)
Keywords: Expendable, Human Keywords: Berserker, Human

75
Army Lists

Ranged Infantry
Bowmen Ht Crossbow Block Ht
Infantry 2 Infantry 2
Sp Me Unit Size US Att Ne Pts Sp Me Unit Size US Att Ne Pts
5 5+ Troop (10) 1 8 9/11 75 5 5+ Troop (10) 1 8 9/11 85
Ra De Regiment (20) 2 10 13/15 100 Ra De Regiment (20) 2 10 13/15 115
5+ 3+ Horde (40) 3 20 20/22 175 5+ 3+ Horde (40) 3 20 20/22 200
Special Rules Special Rules
Bows: 24” Crossbows: 24”, Piercing (1), Pot Shot
Keywords: Human Options
• Exchange Crossbows for Rifles: 24”, Piercing (2), Pot Shot for
[+10/+15/+25] pts
Keywords: Human

cavalry
Knights Ht Mounted Sergeants Ht
Cavalry 3 Cavalry 3
Sp Me Unit Size US Att Ne Pts Sp Me Unit Size US Att Ne Pts
8 3+ Troop (5) 1 8 11/13 125 9 4+ Troop (5) 1 7 10/12 100
Ra De Regiment (10) 3 16 14/16 195 Ra De Regiment (10) 3 14 13/15 150
- 5+ Horde (20) 4 32 21/23 330 - 4+
Special Rules Special Rules
Headstrong, Thunderous Charge (2) Nimble, Thunderous Charge (1)
Options Keywords: Human
• Indomitable Will for +10 pts
Keywords: Human, Knight

Chariots
Mounted Scouts* Ht Charioteers* Ht
Cavalry 3 Chariot 3
Sp Me Unit Size US Att Ne Pts Sp Me Unit Size US Att Ne Pts
9 4+ Troop (5) 1 7 10/12 100 9 4+ Troop (2) 1 8 11/13 125
Ra De Regiment (10) 2 14 13/15 155 Ra De Regiment (3) 2 12 13/15 155
5+ 3+ 5+ 4+ Horde (4) 3 16 15/17 195
Special Rules Legion (6) 4 20 19/21 225
Nimble Special Rules
Shortbows: 18”, Steady Aim Thunderous Charge (2)
Options Shortbows: 18”, Att: [4/6/8/10], Steady Aim
• Exchange Shortbows for Blackpowder Weapons: 18”, Piercing (1), Keywords: Human
Steady Aim for [+15/+25] pts
Keywords: Human

76
Kingdoms of Men
War Engines
Siege Artillery Ht Ballista Ht
War Engine 2 War Engine 2
Sp Me Unit Size US Att Ne Pts Sp Me Unit Size US Att Ne Pts
5 - 1 0 2 9/11 90 5 - 1 0 2 9/11 75
Ra De Ra De
5+ 4+ 4+ 4+
Special Rules Special Rules
Artillery Strike: 48”, Blast (D3+1), Ignores Cover, Indirect, Ballista: 48”, Blast (D3), Piercing (2), Reload
Piercing (3), Reload Keywords: Artillery, Human
Keywords: Artillery, Human

Monsters
Cannon Ht Mammoth Ht
War Engine 2 Monster (Cht) 5
Sp Me Unit Size US Att Ne Pts Sp Me Unit Size US Att Ne Pts
5 - 1 0 2 9/11 100 7 4+ 1 1 12 -/18 220
Ra De Ra De
5+ 4+ - 5+
Special Rules Special Rules
Cannon: 48”, Blast (D3+1), Ignores Cover, Piercing (3), Reload, Brutal, Crushing Strength (2), Strider, Thunderous Charge (2)
Shattering Keywords: Beast
Grapeshot: 12”, Att: 10, Piercing (1) - This attack always hits on a 6+.
Keywords: Artillery, Human

Titans
Giant Ht
Titan 6
Sp Me Unit Size US Att Ne Pts
7 4+ 1 1 D6+8 18/20 225
Ra De
- 5+
Special Rules
Brutal, Crushing Strength (4), Fury, Strider
Keywords: Giant

77
Army Lists

Heroes
General Ht General on Pegasus Ht
Hero (Inf) 2 Hero (Lrg Cav) 4
Sp Me Unit Size US Att Ne Pts Sp Me Unit Size US Att Ne Pts
5 3+ 1 0 5 12/14 85 10 3+ 1 1 4 12/14 135
Ra De Ra De
- 5+ - 5+
Special Rules Special Rules
Crushing Strength (1), Individual, Mighty, Very Inspiring Crushing Strength (1), Fly, Nimble, Very Inspiring
Options Keywords: Beast, Human
• Mount on a Horse, increasing Speed to 8 and changing to Hero
(Cav – Height: 3) for +35 pts
Keywords: Human

General on Winged Beast Ht Army Standard Bearer Ht


Hero (Mon) 5 Hero (Inf) 2
Sp Me Unit Size US Att Ne Pts Sp Me Unit Size US Att Ne Pts
10 3+ 1 1 7 14/16 190 5 5+ 1 0 1 9/11 50
Ra De Ra De
- 5+ - 4+
Special Rules Special Rules
Crushing Strength (2), Fly, Nimble, Thunderous Charge (1), Very Individual, Very Inspiring
Inspiring Options
Keywords: Beast, Human • Mount on a Horse, increasing Speed to 8 and changing to Hero
(Cav – Height: 3) for +25 pts
Keywords: Human

Hero Ht Hero on Pegasus Ht


Hero (Inf) 2 Hero (Lrg Cav) 4
Sp Me Unit Size US Att Ne Pts Sp Me Unit Size US Att Ne Pts
5 3+ 1 0 3 10/12 40 10 3+ 1 1 3 10/12 90
Ra De Ra De
- 5+ - 5+
Special Rules Special Rules
Crushing Strength (1), Individual Crushing Strength (1), Fly, Nimble
Options Options
• Indomitable Will for +5 pts • Indomitable Will for +5 pts
• Mount on a Horse, increasing Speed to 8 and changing to Hero Keywords: Beast, Human
(Cav – Height: 3) for +25 pts
Keywords: Human

78
Kingdoms of Men
Assassin Ht Fanatic Instigator Ht
Hero (Inf) 2 Hero (Inf) 2
Sp Me Unit Size US Att Ne Pts Sp Me Unit Size US Att Ne Pts
6 3+ 1 0 5 10/12 80 5 3+ 1 0 6 -/14 85
Ra De Ra De
4+ 4+ - 4+
Special Rules Special Rules
Crushing Strength (1), Duelist, Individual, Stealthy, Vicious Crushing Strength (1), Mighty, Wild Charge (D3)
Throwing Dagger: 12”, Piercing (1) Keywords: Berserker, Human
Options
• Indomitable Will for +5 pts
Keywords: Human

Unique units
Wizard Ht The Captain [1] Ht
Hero (Inf), Spellcaster: 1 2 Hero (Inf) 2
Sp Me Unit Size US Att Ne Pts Sp Me Unit Size US Att Ne Pts
5 5+ 1 0 1 10/12 50 5 3+ 1 0 5 13/15 120
Ra De Ra De
- 4+ - 5+
Special Rules Special Rules
Individual Crushing Strength (1), Individual, Mighty, Rallying (1), Very
Spells Inspiring
Fireball (6) Master Tactician: You can redeploy D3 of your own units after
Options deployment is finished, but before Scout moves are made.
• Mount on a Horse, increasing Speed to 8 and changing to Hero Options
(Cav – Height: 3) for +25 pts • Mount on a Horse, increasing Speed to 8 and changing to Hero
• Mount on a Pegasus, losing Individual, gaining Fly and Nimble (Cav – Height: 3) for +35 pts
as well as increasing Speed to 10 and changing to Hero (Lrg Cav – Keywords: Human
Height: 4, Unit Strength: 1) for +35 pts
• Bane Chant (2) for +20 pts
• Heal (3) for +20 pts
• Lightning Bolt (3) for +20 pts, or free if it replaces Fireball
• Wind Blast (5) for +20 pts
Keywords: Human

79
Army Lists

League of
Rhordia

80
The armies of the League are typical of those found in many
League of Rhordia
Beasts of War
human kingdoms and city states. The League as a whole
invests more money and time in training than many of its Horses have been utilized for travel, work, and war by both
peers, however, and while the methods and structures vary elf and human for millennia. The League is no different,
between the different city states of the League, each boasts and vast herds of horses are bred and trained for use across
a higher quality of soldier than the average. It employs its states. The warhorses employed by the various Household
a professional standing army and takes the security of its Knights are agile, strong, and responsive beasts, trained not
citizens very seriously. As such, the city militias are well- to falter, even in the most gruelling of encounters. Most
maintained and equipped and serve time in the army as Households favour chestnut or deep brown colouring for their
part of their training. They are well-trained in crowd control knights’ mounts except in Eowolf, where tradition holds that
and formation fighting and these skills prove useful on the the duke’s personal guard ride the same white warhorses
battlefield. as chosen by the warrior monks of the Church, while the
barons’ knights may only take black roans or dapple grey
mounts.
A Spine of Steel
Considered the backbone of the army, blocks of troops The majestic aralez live out on the plains in small family
wielding a variety of spears, halberds, and other polearm groups. Often mistaken by the ignorant for chimerae, these
weaponry dominate the front lines when the League comes large dog-like beasts are well-known for their unique ability
to the field. The alchemists and scientists of the League’s to heal minor wounds by touch. Many adventurers, lost and
colleges are employed to constantly refine the metals used in exhausted in the wilderness, tell of an aralez coming to them
the smithies to ensure that only the best weapons with the in their dreams and afterward waking fully refreshed, their
keenest edges are put into the hands of their men. scrapes and bruises healed.

Fighting alongside the regular infantry, the Foot, or House, Aralez can be fiercely loyal, and the champions of the League
Guard are elite, professional veterans—well-drilled and are sent by the dukes to claim them as their companions
experienced campaigners. Used as their bodyguard, these in a ritual known as Binding. Man and beast hunt and live
units are greatly valued by barons and dukes alike for their together for seven days, and after this time, if a bond is
loyal and efficient service. formed, the aralez will serve at the champion’s side as their
faithful steed as part of the Honour Guard until the death
of one of the partners. The oldest, wisest, and most powerful
War at Arm’s Length of the aralez watch over their packs as guardians and will
Despite the investment in blackpowder weaponry, it is still only form a bond with those who wield similar power and
an expensive and sometimes fickle option. As such, the responsibility. An aralez whose champion has died returns
humble crossbow is still a frequent sight within the ranks mournfully to the plains and lives out the remainder of its
of the League. Muskets are, however, starting to see more life in solitude, never seeking companionship from any other
service in the League. Halfling involvement in their design species ever again.
in recent times has made them more reliable, though, and so
commanders are more confident in taking them to the field. Rarely, aralez are born winged, and these individuals become
the dominant leaders in the family packs. Binding with
Of all the halflings that live and work in the great human such a creature is incredibly tough and takes a great deal of
cities of the League, it is the Halfling Engineers that have endurance on both sides, but the honour of succeeding and
found the current situation most distressing. As they watch the the lasting friendship that follows if successful is profound.
slow exodus of their people back to their ancestral homes, they
are torn between their kinship and their love of engineering, The menagerie of Targun Spire, the smallest of the city states,
caught by the lure of the urban workshops where they feel uniquely has a number of impressive mammoths, captured
most at home. Rumours of great new foundries and tinker- from far-flung expeditions to the steppe in the north. These
shops being built within the Shires are sure to tempt even huge beasts are difficult to keep in captivity but are employed
the most stubborn back home eventually. If they can continue in times of war, loaned to the army, often as a political make-
their great works among their own kind, so much the better. weight in some deal or scheme between the dukes. They are
Their legacy will be to impart a comprehensive knowledge to highly prized for their dominating and destructive battlefield
the League’s arsenal, and the human forge masters have learnt presence, and so the beast masters of the Spire have become
their craft well. Thus it is that the League is fielding new wealthy men indeed.
cannon and even the volley-guns once thought only possible to
construct with halfling knowhow.

81
Army Lists

The Power and the Glory The Halflings


The League has a strict hierarchy that has been replicated The preconception of halflings as gentle, unconcerned folk,
across all its city states. Holding the seat of power in each careless of the world around them, is mostly unfounded.
state is a duke. Together, these nobles form the Council and While they hark from an idyllic and bucolic homeland, they
between them they ensure the smooth running of the League. are acutely aware of the dangers that surround them and the
All make a commitment to stand alongside their subjects in threat of raids and marauding warbands of greenskins. To
times of war and none have ever been known to shirk this this end, the shires have a conscription program, enforced by
duty. Succession of the position itself does differ in some their recruitment sergeants, ensuring that they fulfil their
states, however. In Eowolf, Targun Spire, and Hetronburg, obligations to the defence of the League. While the contingent
the incumbent’s position is hereditary. In Torffs Valem a of halflings within the League is now at a bare minimum
plenum of priests and barons elect a successor, while in in terms of what membership demands, there are still many
Berlonviche a secret ballot involving the barons only decides committed units in all the states, with the Braves forming the
their ruler after a number of rounds of nominations. core of the support they provide.

The barons are responsible for governing the sub-divisions Many halflings take up archery for sport, and competitions
within the League, and while they have some degree of between the villages of the shires to find the best marksmen
autonomy, they still take their orders and swear allegiance to are a popular summer attraction. The rivalry can be fierce
their duke. Each baron will be responsible for the protection, and also the source of many smouldering grudges and family
taxation, and management of a swath of countryside outside disputes.
their state capital. Most operate a feudal society, they
themselves vassals to their lords. All barons are granted the While the humans supply the heavy chargers, so the halflings
honour of attempting the Binding so that they may fight fill the role of light cavalry. Traditional horses are too big
alongside the Honour Guard in battle. to be practical and so more appropriate mounts are often
utilised, such as ponies or even large goats, although they are
rarely mixed in the same units. Impressed by the ritual of
Of Faith and Magic the Binding and the fearsome aralez, some halfling cavalry
Science and technology have their place, but magic is still captains have returned to the shires, their heads filled with
very real in the world. Combining the various disciplines ideas and grand plans.
is accepted and encouraged in the colleges and universities
of the cities and even some Halfling Engineers have been
known to have a quiet word with a wizard in the past about
a special project or two. Pilgrimages to the Euhedral Library
are a common occurrence, with both professors and pupils
alike taking advantage of the protection offered by merchant
caravans on the way.

Rarely, a wizard will ask his or her duke for the honour of
bonding with one of the majestic winged aralez. From their
lofty vantage point as they soar above the battlefield, the pair
can best judge where their magical assistance can best be
utilised.

The Church of the Children does not shy from its spiritual
and guiding duties and ensures it is always a focal point for
the League’s soldiers to rally around. At times of great need,
the Church will allow one of the rare Battle Shrines to be
taken to war. These combine innovative and experimental
weaponry from the College of Warcraft with blessed standards
and soul-inspiring iconography.

82
League of Rhordia
Army Special Upgrade Alignment: Neutral
Indomitable Will
Once per game, during your turn, you may choose to make the unit Fearless and gain the Inspiring (Self) special rule.
Both of these last until the start of your next turn. In addition, if this unit is currently Wavered it becomes Steady. The
unit’s Indomitable Will is then depleted and cannot be used again for the remainder of the game.

Army Special Rules


The League of Rhordia list is a Theme List. The Master List for this Theme is Kingdoms of Men.

The following units may be taken from the Master List:


Pole-Arms Block, Spear Phalanx, Crossbow Block, Foot Guard, Cannon, Knights, Mounted Scouts*, Mammoth, Army Standard Bearer, Wizard.

In addition to units from the Master List, League of Rhordia armies may select from the following units.

Infantry Ranged Infantry


Halfling Braves Ht Halfling Archers* Ht
Infantry 2 Infantry 2
Sp Me Unit Size US Att Ne Pts Sp Me Unit Size US Att Ne Pts
4 5+ Regiment (20) 2 12 12/14 75 4 6+ Regiment (20) 2 10 12/14 90
Ra De Horde (40) 3 25 19/21 125 Ra De Horde (40) 3 20 19/21 160
- 4+ 5+ 3+
Special Rules Special Rules
Stealthy Stealthy
Keywords: Expendable, Halfling Bows: 24”
Keywords: Halfling

Cavalry Large Cavalry


Halfling Knights Ht Honour Guard Ht
Cavalry 3 Large Cavalry 4
Sp Me Unit Size US Att Ne Pts Sp Me Unit Size US Att Ne Pts
8 4+ Troop (5) 1 8 10/12 100 7 3+ Regiment (3) 2 9 13/15 145
Ra De Regiment (10) 3 16 13/15 150 Ra De Horde (6) 3 18 16/18 240
- 4+ - 5+
Special Rules Special Rules
Nimble, Thunderous Charge (1) Crushing Strength (1), Iron Resolve, Thunderous Charge (2)
Keywords: Halfling Options
• Indomitable Will for +10 pts
Keywords: Aralez, Human

83
Army Lists

War Engines Heroes


Volley Gun Ht Duke Ht
War Engine 2 Hero (Inf) 2
Sp Me Unit Size US Att Ne Pts Sp Me Unit Size US Att Ne Pts
4 - 1 0 12 9/11 80 5 3+ 1 0 5 12/14 85
Ra De Ra De
5+ 4+ - 5+
Special Rules Special Rules
Volley Gun: 24”, Piercing (2), Reload Crushing Strength (1), Individual, Mighty, Very Inspiring
Keywords: Artillery, Human Options
• Mount on a Horse, increasing Speed to 8 and changing to Hero
(Cav – Height: 3) for +35 pts
Keywords: Human

Baron Ht
Hero (Inf) 2
Sp Me Unit Size US Att Ne Pts
5 3+ 1 0 4 10/12 60
Ra De
- 5+
Special Rules
Crushing Strength (1), Individual, Very Inspiring (Human only)
Duke on Ancient Winged Aralez Ht Options
Hero (Mon) • Mount on a Horse, increasing Speed to 8 and changing to Hero
5
(Cav – Height: 3) for +25 pts
Sp Me Unit Size US Att Ne Pts Keywords: Human
10 3+ 1 1 7 15/17 230
Ra De
- 5+
Special Rules Halfling Master Sergeant Ht
Crushing Strength (2), Fly, Iron Resolve, Nimble, Radiance of Life, Hero (Inf) 2
Thunderous Charge (1), Very Inspiring
Keywords: Aralez, Human Sp Me Unit Size US Att Ne Pts
4 4+ 1 0 3 10/12 60
Ra De
- 5+
Baron on Aralez Ht Special Rules
Hero (Lrg Cav) 4 Individual, Stealthy, Very Inspiring (Halfling only)
Options
Sp Me Unit Size US Att Ne Pts • Mount on a Pony, increasing Speed to 8 and changing to Hero
8 3+ 1 1 5 13/15 145 (Cav - Height: 3) for +25 pts
Ra De • Gain the ranged attack - Shortbow: 18”, Ra: 4+ for +10 pts
- 5+ Keywords: Halfling

Special Rules
Crushing Strength (2), Iron Resolve, Nimble, Thunderous Charge
(1), Very Inspiring (Human only)
Keywords: Aralez, Human

84
League of Rhordia
Unique Units
Dogs of War [1] Ht Battle Shrine [1] Ht
Infantry 2 Mon (Cht), Spellcaster: 0 5
Sp Me Unit Size US Att Ne Pts Sp Me Unit Size US Att Ne Pts
5 4+ Horde (40) 4 30 20/22 270 5 4+ 1 1 6 -/14 150
Ra De Ra De
- 5+ - 5+
Special Rules Special Rules
Ensnare, Phalanx Crushing Strength (1), Rallying (2)
Options Spells
• Indomitable Will for +10 pts Lightning Bolt (6)
Keywords: Human Keywords: Human, Shrine

85
Army Lists

Ratkin

86
Pack Mentality
Ratkin
The Abyssal Dwarfs’ disdain for the enslaved Ratkin can be
found in the use of the volatile device known as the Last
Across the battlefield, a sea of baleful red eyes watches the Breath, or the Aht-Skro to Gnorr themselves. Sorcerous and
enemy with hatred and fear. The pack’s numbers, and the explosive, this cruel contraption consumes the flesh and soul
whips of brutal enforcers, hold them together and drive them of the being who carries it to create a potent, if short-lived,
to a bloody frenzy. detonation. Driven to the edge of insanity by the treatment of
The backbone of a Ratkin warhost is a seething mass of the masters, there are all too many Ratkin slaves who would
hatred, teeth, and claws. Their Warriors form vast blocks of volunteer to carry one of these devices into battle, hoping
chittering steel and matted fur and large bristling units of to find some release in a death at their masters’ command.
spear-wielding troops are often seen defending the Ratkin Sadly, this is never the case as the explosion casts the
flanks from marauding cavalry. Those individuals who were bearer’s soul into the Abyss, to be the subject of the infernals’
born bigger, stronger, and meaner than their siblings find torturing for eternity.
themselves in the ranks of the Shock Troops, their role to Scurrier teams train and act as scouts. They are agile and
soften the enemy for the Warriors to overwhelm with pure adept at striking enemy weak points (from a distance… they
numbers. wouldn’t like to get too close). Most Assassins will have
Astonishingly, even the humble Warriors are not the most learned their basic skills serving as scouts in the Scurrier
pitiful of the vermin. Wretches are scrawny, malnourished, teams. Those who show promise become Master Scurriers
and the lowest of the low; when they are not cannon fodder and are sent on near-impossible missions to further hone
for the enemy, they are just fodder for the rest of the Ratkin their lethal abilities. Scurriers are often tasked with raiding
army. These destitute beings are a rag-tag collection, all as the fleabag pens of the goblin tribes they see as easy prey.
broken and mindless as one another. Scampering under the The captured beasts, which the Ratkin find suitably nimble,
feet of all and goaded by their handlers, multitudes of smaller are ridden back to the Ratkin lairs where selected warriors
vermin often accompany the armies of the Ratkin. This tide known as Hackpaws train to ride the best of them. The rest
of base creatures swarms round the enemy like a vicious, are eaten.
biting carpet of death—within easy reach for any warrior that Taking the art of lethality from afar to extremes, the Ratkin
gets hungry. Clawshot rifle is an arcane, long-barrelled contraption beloved
Ratkin experiments have culminated in what the Abyssal of individuals who prefer to strike the enemy from the safety
Dwarfs have labelled blightcraft. These despicable creations of a hilltop (and behind a large pavise). It’s easier to run away
result in foul, noxious instruments of war, infected with all downhill, too.
manner of hideous diseases. They are often accompanied by
a suffocating miasma of pestilence which assaults the enemy Bestial Brawn
before the Ratkin even arrive. Bharzak understood that slaves need to come in many shapes
and sizes. After he had perfected the basic template for a
Bones, dried skin, fur, and skulls are all used in the
Ratkin, he focused on developing a larger type that could
construction of the Ratkin’s war banners and totems. Carrying
survive in harsher conditions and, most importantly, be the
these trophies and decorated with the unfathomable runes of
work-horses of the mines. The result was the Ratkin Brute.
the underworld are the blind, bloated, albino Swarm-Criers
Bred for war, these hulking slabs of muscle, claw, and fur
that march alongside the pack, preaching their hate.
are hard to stop once they get the scent of blood. Set to work
among and alongside Abyssal Dwarf crews, they came to
Safety in Numbers admire their masters and even now fashion their hair in
Ratkin are often skittish, fearful creatures. Bharzak was plaits, attempting to mimic the well-groomed dwarf style.
very careful to breed subservience and cowardice into his Before going into battle, Brutes are injected with a horrifying
creations. Only the biggest and strongest in the pack possess cocktail of steroids and regeneration serums, concocted by
the willpower to break this innate fear, and weak, lone Ratkin their Brood Mother and spiked with blightcraft. The most
are next to useless unless driven into a frenzy. In a pack, vicious of the Brutes are used as Enforcers, who march
however, they draw strength from each other. Nothing is between the hordes and keep the rabble in line. Killing
stronger than the pack. Of course, the alternative is to be as stragglers or those trying to sneak away often proves to be an
far away from the enemy as possible and just throw things at incredible motivational tool.
them before running away.

87
Army Lists

The development and evolution of the Ratkin didn’t stop When a Brood Mother is stirred into action, she is a ferocious
once they had escaped their place of birth. Using techniques fighter. Their reputation and pack are both at stake and this
gleaned from the Abyssal Dwarfs, the Brood Mothers and impels them to crush and eradicate any and all that threaten
their mewling daughters constantly experiment in an attempt them. In the short time since the Gnorr themselves first
to fabricate new and ever more lethal living weapons. The escaped the clutches of their creators, they have spread like
Night Terror is a mutation of the Brute gene, transformed wildfire, with new lairs and incursions reported each year
through blightcraft and other sorcerous alchemy to create a and in new places, each further afield than the last. In recent
deadly, preternatural killer that the pack delights in setting times, one particular Brood Mother has been identified as
loose to find fresh meat—especially if it comes wrapped in the mastermind behind a plague of terror that has wracked
armour and holding a nasty sword. Not all these experiments the Basilean Province of Cortia and south as far as Amuklai.
are entirely successful, however. Many creations perish soon Known as Mother Cryza, this cruel and hideous despot is
after birth, too utterly broken to survive. Sometimes, happy believed to be responsible for several plagues, the destruction
circumstance means that one of these hideous abominations, of Beluggia, and she was almost certainly present at the
forged in the breeding pits of the Ratkin’s underground lairs, massacre of Perino.
manages to hold together and, even more pleasingly, is able
to be put to work. Experimental and slightly unstable, these Whispered rumour also links Cryza with the
fearless Rat-Fiends are unleashed upon the enemy in times of incomprehensible meddling and dark magic that gave rise to
war, or just when they get hungry. the Demonspawn known as Scudku-z’luk. Born a monstrously
deformed rat-fiend, the beast was taken deep into Cryza’s
most secret chambers to a coven of warlocks that had been
The Will of Tyrants selected for both their talent and insane depravity. The ritual
Brood Mothers are the absolute rulers, and beating hearts, lasted three days and the maniacal and often terrified screams
of any Ratkin lair. Deep underground, surrounded by their of the sorcerers echoed through the tunnels of the lair above.
birthing-daughters, they plot and scheme, controlling the The pack quivered in fear, with many Ratkin tearing their
horde through a mysterious and compulsive telepathy. They own eyes out or killing each other in desperation from the
are large, often bloated, nasty individuals, but they possess a hallucinations and horrific visions that seared through their
sharp intelligence and a cunning that has been the downfall minds. Only two beings appeared from what the rats now call
of many a foe. They are rarely seen on the surface of the the Chamber of Hell. Cryza emerged triumphant, her hands
world, preferring to send their Warchiefs and Warlocks to gripping the huge chains which snaked behind her and rose
wage war on their behalves. These battle leaders patrol the to wrap themselves around the neck of the huge beast that
lines barking orders and mercilessly killing those who show loomed above her. In its skull, eyes of fire raged with the fury
cowardice in the face of the enemy. The Warchiefs are the of the Abyss and a quick, forked tongue licked blood speckled
most vicious and cunning of the Ratkin and are both feared lips in anticipation of the joyous carnage it would unleash
and revered in equal measure. The Warlocks study the dark upon the world. Scudku-z’luk, demon prince of the Ratkin
arts, magic and sorcery from the depths of the Abyss. The and infernal champion of the fifth circle of the Abyss, had
taint of the Wicked Ones courses through their veins. They been born.
are twisted, evil individuals, but cunning and dangerous, too.
Golekh Skinflayer is a slave driver of renown and infamy.
Among the Abyssal Dwarfs he is known for his short, violent
temper and the legions of slaves he commands from the grand
keep of Khalazahrm. To the Gnorr, he is a terrible curse,
a dark spirit of cruelty and pain that comes for the weak
and the wanton. They call him Aka-Strach-Ya in their own
language, which crudely translates as the burning lash. The
ratkin slaves fear him more than their own deity.

In battle, Skinflayer rides atop a reinforced chariot yoked to


a vat-overgrown gore. He lashes out at friends and foes alike
with his whip, driving them into a terror-fuelled frenzy. In
the ranks of slaves, this pushes them forwards to attack with
desperate ferocity. Among the enemy, the strikes of his lash
sow terror and discord, driving even the most disciplined
troops to freeze in terror and be swiftly overwhelmed by the
oncoming horde of screeching Gnorr.

88
Cunning Contraptions
Ratkin
Tunnel Runners were conceived by the Ratkin as both a
fast and efficient ways of getting messages and items of
Much like the goblins, the Ratkin have an unexpected importance quickly between the lairs of their increasingly
fascination with machines. Whether it was something innate vast and complex underground empire. Employed in a
that blossomed when Bharzak’s experiments unlocked similar role to chariots in other forces, they are one of the
the potential, or it developed from a desire to mimic the new-fangled ideas that the Abyssal Dwarfs have permitted
contraptions the rats witnessed the Abyssal Dwarfs themselves their slaves contingents to utilise—either using ones claimed
constructing, is unknown. What is known, and many an from recapture Ratkin or modified versions, newly forged in
unfortunate commander in the field has learnt to their the workshops of Zarak and crewed by the Ratkin slaves the
detriment, is that the Ratkin are rather good at building new dwarfs continue to breed.
toys, and all of them are rather successful when it comes to
killing. The Tangle is a bizarre and disturbing contrivance. Its frame
is made from the rusted iron beams of failed mechanical
Death Engines are strange, rickety contraptions crewed by experiments, shaped specifically for one purpose using arcane
“volunteers”; no two are ever of the same design. A bizarre and eldritch witchcraft. Atop the structure, soiled, filthy furs
mix of arcane science and cunning sorcery, these great and cloths form a putrid nest filled with enormous fat, blind,
mechanisms rumble and grind their way through the enemy and distended creatures called puss-bloats. They cannot leave
ranks, striking out with dark energies at those it cannot the Tangle, for they are psychically and magically bound to
crush beneath its churning wheels and spinning blades. The it, their powers attuned and focused by the device. The whole
Shredder is a smaller device but no less fiendish. Crewed devious apparatus is borne into battle on a seething carpet of
by a team of crackpot Ratkin “engineers”, it is a bizarre war plague-ridden rodents while an armour-encased Swarm-Crier
engine infused with blightcraft that fires a cloud of spinning, rides at the rear, chanting hate and channelling the weird
poison-coated blades. and obscene powers of the disgusting rat-things at its feet.
Mobile Weapon Teams carry all manner of looted Abyssal
Dwarf weaponry, or even bizarre contraptions of the Ratkin’s
own cruel design. Some are more reliable than others, but all  
are only employed by those mad enough to see what happens
when you pull the trigger.

89
A Ratkin Tangle is deployed in defence of its lair.
Army Lists

Army Special Upgrade Alignment: Evil


Plague Pots
Once per game, at the start of your Turn, you may choose to give the unit the Ensnare and Stealthy special rules until the
start of your next Turn. The unit’s Plague Pots are then destroyed and cannot be used again for the remainder of the
game.

Infantry
Warriors Ht Spear Warriors Ht
Infantry 2 Infantry 2
Sp Me Unit Size US Att Ne Pts Sp Me Unit Size US Att Ne Pts
6 5+ Regiment (20) 2 12 12/14 85 6 5+ Regiment (20) 3 15 12/14 105
Ra De Horde (40) 3 25 19/21 145 Ra De Horde (40) 4 30 19/21 180
- 4+ - 4+
Special Rules Special Rules
The Horde option has Rallying (1) Phalanx, The Horde option has Rallying (1)
Options Options
• Plague Pots for +15 pts • Plague Pots for +15 pts
Keywords: Expendable, Mob, Ratkin Keywords: Mob, Ratkin

Shock Troops Ht
Infantry 2
Sp Me Unit Size US Att Ne Pts
6 4+ Troop (10) 1 12 9/11 85
Ra De Regiment (20) 3 15 13/15 130
- 4+ Horde (40) 4 30 20/22 220
Special Rules
Crushing Strength (1), The Horde option has Rallying (1)
Options
• Upgrade with Heavy Halberds, gaining Phalanx for [+15/+25] pts
• Plague Pots for +15 pts
Keywords: Mob, Ratkin

Wretches* Ht
Infantry 2
Sp Me Unit Size US Att Ne Pts
6 5+ Horde (40) 3 25 18/21 115
Ra De Legion (60) 4 30 24/27 170
- 2+
Special Rules
-
Keywords: Expendable, Mob, Ratkin, Slave

90
Ratkin
Ranged Infantry
Clawshots* Ht Scurriers* Ht
Heavy Infantry 2 Infantry 2
Sp Me Unit Size US Att Ne Pts Sp Me Unit Size US Att Ne Pts
6 5+ Troop (10) 1 5 8/10 95 6 4+ Troop (10) 1 8 9/11 115
Ra De Ra De Regiment (20) 2 10 13/15 155
4+ 5+ 4+ 3+
Special Rules Special Rules
Long Rifles: 36”, Piercing (2), Reload Duelist, Scout, Vicious
Note: The front rank of models should be represented with large Blight Throwers: 18”, Steady Aim
shields. Options
Keywords: Ratkin, Tek • Plague Pots for +15 pts
Keywords: Ratkin

Cavalry Large Infantry


Hackpaws Ht Nightmares Ht
Cavalry 3 Large Infantry 3
Sp Me Unit Size US Att Ne Pts Sp Me Unit Size US Att Ne Pts
9 4+ Troop (5) 1 8 9/11 100 6 4+ Regiment (3) 2 9 11/13 140
Ra De Regiment (10) 3 16 12/14 150 Ra De Horde (6) 3 18 14/16 235
- 4+ 4+ 5+
Special Rules Special Rules
Nimble, Thunderous Charge (1), Vicious (Melee) Crushing Strength (1), The Horde option has Rallying (1),
Keywords: Beast, Ratkin Vicious (Melee)
Blight Cannons: 12”, Steady Aim
Keywords: Abomination, Tek

Swarms Chariots
Vermintide* Ht Tunnel Runners Ht
Swarm 1 Chariot 3
Sp Me Unit Size US Att Ne Pts Sp Me Unit Size US Att Ne Pts
6 5+ Regiment (3) 1 9 9/11 65 8 4+ Troop (2) 1 16 12/14 170
Ra De Horde (6) 1 18 12/14 110 Ra De Regiment (3) 2 24 14/16 210
- 3+ Legion (12) 1 36 19/21 195 - 5+
Special Rules Special Rules
Nimble, Vicious (Melee), Wild Charge (D3) Crushing Strength (1), Thunderous Charge (1)
Keywords: Beast, Expendable, Vermin Keywords: Ratkin, Tek

91
Army Lists

War Engines
Weapon Team Ht Shredder Ht
War Engine 2 War Engine 2
Sp Me Unit Size US Att Ne Pts Sp Me Unit Size US Att Ne Pts
6 - 1 0 10 8/10 85 5 - 1 0 3 8/10 90
Ra De Ra De
4+ 5+ 5+ 5+
Special Rules Special Rules
Nimble Shredder: 48”, Blast (D3), Ignores Cover, Piercing (1), Reload,
Blight Spewer: 12”, Piercing (1), Steady Aim Shattering
Keywords: Ratkin, Tek Keywords: Ratkin, Tek

Monsters
Death Engine Impaler Ht Death Engine Spewer Ht
Monster (Cht) 5 Monster (Cht) 5
Sp Me Unit Size US Att Ne Pts Sp Me Unit Size US Att Ne Pts
8 4+ 1 1 D6+7 -/16 180 6 4+ 1 1 D6+7 -/16 200
Ra De Ra De
- 5+ 4+ 4+
Special Rules Special Rules
Crushing Strength (2), Vicious (Melee) Crushing Strength (1)
Keywords: Ratkin, Tek Rattlecannon: Range 18”, Piercing (2)
Keywords: Ratkin, Tek

Titans
Mutant Rat-fiend Ht
Titan 6
Sp Me Unit Size US Att Ne Pts
7 3+ 1 1 10 -/18 220
Ra De
- 4+
Special Rules
Crushing Strength (2), Radiance of Life (Vermin only), Rallying (1),
Regeneration (5+), Strider, Vicious (Melee)
Keywords: Abomination, Ratkin, Vermin, Walking Womb

92
Ratkin
Heroes
Brood Mother Ht Warlock Ht
Hero (Lrg Inf), Spellcaster: 1 3 Hero (Inf), Spellcaster: 2 2
Sp Me Unit Size US Att Ne Pts Sp Me Unit Size US Att Ne Pts
6 4+ 1 1 5 12/14 120 6 5+ 1 0 1 9/11 90
Ra De Ra De
- 5+ - 4+
Special Rules Special Rules
Crushing Strength (1), Inspiring, Nimble, Radiance of Life Individual
Eat the Weak: The Brood Mother’s Drain Life spell can target Spells
and cause damage to Friendly Core units with the Expendable Lightning Bolt (5)
Keyword and when doing so, its Drain Life (n) value is doubled; Options
afterward carry out the rest of the spell’s damage removal • Mount on a Fleabag, increasing Speed to 9 and changing to
component as normal. Damage caused to Friendly units in this way Hero (Cav – Height: 3) for +25 pts
does not trigger a Nerve test. • Bane Chant (3) for +30 pts
Spells • Heal (4) for +30 pts
Drain Life (5) • Hex (2) for +10 pts
Options • Veil of Shadows (2) [1] for +25 pts
• Gain the ranged attack - Blight Staff: 18”, Ra: 4+, Piercing (1), Keywords: Ratkin
Steady Aim, Vicious (Ranged) for +20 pts, or free if it replaces
Drain Life
Keywords: Brood Mother, Ratkin, Tek

War Chief Ht Swarm-crier Ht


Hero (Inf) 2 Hero (Inf) 2
Sp Me Unit Size US Att Ne Pts Sp Me Unit Size US Att Ne Pts
6 3+ 1 0 5 11/13 85 6 5+ 1 0 1 8/10 45
Ra De Ra De
- 5+ - 4+
Special Rules Special Rules
Crushing Strength (1), Individual, Inspiring, Mighty Individual, Inspiring
Options Options
• Mount on a Fleabag, increasing Speed to 9 and changing to • Mount on a Fleabag, increasing Speed to 9 and changing to
Hero (Cav – Height: 3) for +35 pts Hero (Cav – Height: 3) for +25 pts
Keywords: Ratkin Keywords: Ratkin

Night Terror Ht Brute Enforcer Ht


Hero (Lrg Cav) 3 Hero (Lrg Inf) 3
Sp Me Unit Size US Att Ne Pts Sp Me Unit Size US Att Ne Pts
9 3+ 1 1 5 12/14 135 6 3+ 1 1 3 11/13 75
Ra De Ra De
- 5+ - 5+
Special Rules Special Rules
Crushing Strength (2), Nimble Brutal, Crushing Strength (2), Nimble, Rallying (1)
Keywords: Abomination, Tek Keywords: Abomination, Tek

93
Army Lists

Master Scurrier Ht
Hero (Inf) 2
Sp Me Unit Size US Att Ne Pts
7 3+ 1 0 4 10/12 95
Ra De
4+ 4+
Special Rules
Crushing Strength (1), Duelist, Individual, Scout, Stealthy, Vicious
Blight Pistol: 12”, Piercing (1)
Keywords: Ratkin

Unique Units
Tangle [1] Ht Mother Cryza [1] Ht
Titan, Spellcaster: 0 3 Hero (Lrg Inf), Spellcaster: 3 3
Sp Me Unit Size US Att Ne Pts Sp Me Unit Size US Att Ne Pts
5 4+ 1 1 9 -/14 160 6 3+ 1 1 5 13/15 165
Ra De Ra De
- 4+ - 5+
Special Rules Special Rules
Aura (Fury), Inspiring, Nimble, Rallying (1), Regeneration (6+), Cloak of Death, Crushing Strength (1), Ensnare, Inspiring,
Vicious (Melee) Nimble, Stealthy
Tangle: For each Friendly Core Infantry Regiment, Infantry Spells
Horde, Infantry Legion or unit with the Vermin keyword within Lightning Bolt (5)
6”, increase the amount of dice rolled with Bane Chant, Fireball, Options
Mind Fog and Weakness by 1 to a maximum bonus of +3. • Bane Chant (3) for +30 pts
Note: Base size cannot be increased beyond 75x75mm. • Bloodboil [1] for +20 pts
Spells • Veil of Shadows (2) [1] for +25 pts
Bane Chant (1), Fireball (10), Mind Fog (1), Weakness (1) Keywords: Brood Mother, Ratkin, Tek
Keywords: Ratkin, Shrine

Scudku-z’luk, Demonspawn of Diew [1] Ht


Hero (Ttn), Spellcaster: 0 6
Sp Me Unit Size US Att Ne Pts
10 3+ 1 1 13 17/19 345
Ra De
- 5+
Special Rules
Crushing Strength (3), Fly, Inspiring, Nimble, Rallying (2)
Spells
Lightning Bolt (5)
Keywords: Abomination, Abyssal

94
Ratkin

Imperial Dwarfs brace themselves for a Ratkin assault on their Hold.

95
Army Lists

Ratkin Slaves
Army Special Upgrade Alignment: Evil
Throwing Mastiff
The unit is equipped with a single use ranged attack with the following profile - Throwing Mastiff: 12”, Att: 8, Piercing (1). This attack
always hits on a 4+. Once used, the unit’s Throwing Mastiff is destroyed and cannot be used again for the remainder of the game.

The Last Breath


When the unit suffers a Rout result, all units in base contact with it suffer 2D3 hits at Piercing (1). These hits are resolved by the
player that Routed the unit with The Last Breath rule, which now has to (grudgingly, we’re sure) resolve the hits against their
own unit(s). After the damage has been resolved, no Nerve test is taken by the damaged units and they proceed to Regroup as
normal. In addition, a unit with The Last Breath upgrade cannot take the Crystal Pendant of Retribution magical artefact.

Army Special Rules


The Ratkin Slaves list is a Theme List. The Master List for this Theme is Abyssal Dwarfs.

The following units may be taken from the Master List:


Blacksouls, Immortal Guard, Abyssal Berserkers, Decimators*, Abyssal Halfbreeds, Katsuchan Rocket Launcher, Overmaster, Iron-caster, Slavedriver,
Abyssal Halfbreed Champion, Taskmaster on Chariot, Overmaster on Ancient Winged Halfbreed.

In addition to units from the Master List, Ratkin Slaves armies may select from the following units.

Infantry
Slave Wretches* Ht Slave Warriors* Ht
Infantry 2 Infantry 2
Sp Me Unit Size US Att Ne Pts Sp Me Unit Size US Att Ne Pts
6 5+ Horde (40) 3 25 18/21 115 6 5+ Regiment (20) 2 12 12/14 85
Ra De Legion (60) 4 30 24/27 170 Ra De Horde (40) 3 25 19/21 140
- 2+ - 4+
Special Rules Special Rules
- -
Options Options
• The Last Breath for +15 pts • The Last Breath for +15 pts
Keywords: Expendable, Ratkin, Slave Keywords: Expendable, Ratkin, Slave

Chariots Swarms
Slave Tunnel Runner Ht Vermintide* Ht
Chariot 3 Swarm 1
Sp Me Unit Size US Att Ne Pts Sp Me Unit Size US Att Ne Pts
8 4+ Troop (2) 1 16 12/14 170 6 5+ Regiment (3) 1 9 9/11 65
Ra De Regiment (3) 2 24 14/16 210 Ra De Horde (6) 1 18 12/14 110
- 5+ - 3+
Special Rules Special Rules
Crushing Strength (1), Thunderous Charge (1) Nimble, Vicious (Melee), Wild Charge (D3)
Keywords: Ratkin, Slave Keywords: Beast, Expendable, Vermin

96
Ratkin Slaves
Large Infantry Monsters
Slave Nightmares Ht Slave Death Engine Impaler Ht
Large Infantry 3 Monster (Cht) 5
Sp Me Unit Size US Att Ne Pts Sp Me Unit Size US Att Ne Pts
6 4+ Regiment (3) 2 9 11/13 140 8 4+ 1 1 D6+7 -/16 180
Ra De Horde (6) 3 18 14/16 230 Ra De
4+ 5+ - 5+
Special Rules Special Rules
Crushing Strength (1), Vicious (Melee) Crushing Strength (2), Vicious (Melee)
Blight Cannons: 12”, Steady Aim Keywords: Ratkin, Slave, Tek
Keywords: Abomination, Slave, Tek

Unique Units
Golekh Skinflayer [1] Ht
Hero (Cht) 3
Sp Me Unit Size US Att Ne Pts
8 3+ 1 1 5 -/16 200
Ra De
- 5+
Special Rules
Crushing Strength (1), Dread, Nimble, Rallying (2 - Slave only),
Thunderous Charge (2), Very Inspiring (Slave only), Vicious (Melee)
Keywords: Dwarf

97
Army Lists

Twilight Kin

98
If the Abyss is the opening to Hell, then The Pit of Despair
Twilight Kin
Daggers in the Night
is surely the gateway to suffering and despair—the Entrance
to the Underworld. Born from the cataclysmic events that Lacking the numbers of other species and empires, the
sparked the God War, the Mouth of Leith has been nurtured Twilight Kin are renowned and feared for their espionage
and moulded in pain and misery throughout its bloody skills, and their unrivalled assassins and spies, Shadows, are
history. scouts and assassins-in-training, working together to learn
their trade before the best progress to lone missions and a
The Twilight Kin are not a numerous people. They preserve lifetime working unseen. They are often found following the
their stock by making great use of the horrors and demons Twilight Kin’s raiding warbands into battle to accomplish
they feel such a connection to—something that is unthinkable their own mysterious goals.
and utterly alien to all outsiders. The void-twisted monsters
formed by the shreds of their ancestors form the core of A general may occasionally call upon the services of one
their armies, summoned with forbidden knowledge or of the Master Assassins to help secure an objective or to
ritual sacrifice. Such practices, and the learnings from the cause mayhem behind the enemy lines—targeting high
diabolical schemes the Kin are undertaking in the caverns ranking enemy commanders or simply disrupting baggage
of the Southern Rift, also grant them mastery, of a sort, of trains and poisoning food supplies. Depending on the scale
the demonspawn from the circles of the Abyss. On the eve
of their assignment, Master Assassins may even command
of battle, the Summoner-Crones will slaughter as many
small armies themselves, such is their standing within the
innocents as required to prepare the gifts necessary to
command the Stalkers and Abyssals to advance. hierarchy of the kin.

Beyond the domain of the Mouth of Leith, most Twilight


Kin are dedicated to the slaver ships that are the scourge of
Engines of Destruction
the Infant Sea. On land, few are seen within the ranks of Not all traditions and practices have been expunged from
their armies and these tend to be the more elite and specialist record or common use by the kin. The war engines they use
warriors, there to plug the gaps in the line while the hordes are still modelled on the ones used by their hated cousins.
of crone-bound demons and summoned Nightstalkers feast on While the bolt throwers of Elvenholme are sleek, elegant
the souls and minds of the enemy. contraptions, the engines of Leith are forged with effigies of
Abyssal and Stalker horrors and the dismembered remains
of slaves adorn each mighty weapon. Bolts are often left rusty
Bred for War or smeared with poison and other filth so that even glancing
While their generals rely heavily on their sorcerers to blows may cause infection and disease.
summon the warriors they need to wage war, defence of
the Pit of Despair is left to dark magic and those elves not Crews of these wicked elves also delight in burning and
manning the vast armada of slaver ships or the elite warriors melting their foes with spouts of unholy witchfire, spewed
marching to war. These citizens are not to be underestimated, from their corrupt versions of the elven Dragon’s Breath.
however; all the Twilight Kin are cruel and dispassionate
killers. The Levy may be conscripted to fight from time to
time, to press an advantage, or in times of defence.
The Impalers are the most experienced and skilled of the
warriors that have served their time in the slaver ships. They
are armed with great glaives and other wicked pole-arms,
which they wield with a consummate lethality.
Captains of the Impalers, the Executioners wield a pair of
brutal cleavers, each infused with the tormented and caged
wrath of a Nightstalker Reaper. These horrifying obsidian
blades thirst for the blood of the most evil and immoral of
sinners to further fuel their own bloodlust.

The Dance of Death


Members of Abyss-worshipping cabals, the Blade Dancers
always train and fight as paired warriors who in effect are
soul-bound to each other for life. Even if these exceptional
blade masters are asked to operate alone, their deep sense
of separation means they are not apart for long. If one half
of the pairing is slain, the soul-bond is shattered and the
remaining dancer enters a berserk state until eventually
killing themselves to alleviate the suffering.
99
Army Lists

Sorcery and Witchcraft When he rides to battle at the head of his Twilight Kin army,
Mikayel bears the Sword of Umbra, a blade said to slay not
Within the Twilight race, only the female body is able to just the body of all it strikes but to wither the soul to ashes as
channel and master the fickle streams of magic that flow well. The Sword of Umbra is an object of dread for many, in
through the world. Even then, such individuals are rare and particular the most dedicated servants of the Shining Ones.
are much revered and worshipped. They are highly trained, Those whose faith assures them their souls will endure after
for they alone have the power and the ability to connect to the the death of the physical body often confront foes others fear
ancestors of the kin and the demons they call allies. Centuries to face, safe in the knowledge of their salvation or rebirth
of channelling dark and arcane energies take a terrible toll, should they fall. Such mortals as these fear the Sword of
even on the superior form of the elves. Summoner Crones Umbra above all other weapons and have been known to flee
are the withered remains of once powerful Priestesses that rather than do battle with its bearer.
are now only really capable of summoning the terrors of
the night and demons from the Abyss. To continue to do so The Lord of Nightmares goes to war clad in
will eventually kill them, but to stop will kill them all the the Armour of Dusk, a suit wrought at
quicker. Long before they reach this state of decay, Priestesses his command in the deepest, darkest
will lose their sanity, their mortal selves slowly pulled apart caverns far below the world by beings
through constant exposure to the vast and unfathomable unknown and unnamed by the
minds of demons and worse. mortal races. It is said that the
Armour of Dusk is imbued with
Death Incarnate the silence of the Underworld
as well as a bitter loathing for
Soulbanes, the generals and warlords of the Twilight Kin, are
the creatures that walk the
peerless warriors and fanatical madmen, or women. Some will
sun-clad lands of Pannithor.
be of noble lineage, others born to the lowest classes in the
It has protected Mikayel well
darkest pits in Leith. All will have served in the slaver fleets
throughout the course
and all will have risen to power on pure merit. They are the
of his rise to power,
most bloodthirsty, ruthless, and ambitious of their kind, rising
and despite the dozens
to the top by climbing over the bodies of those that sought to
of thrusts and cuts it
thwart them. Fitted in night-black armour and often riding
has turned, it bears not
demonic steeds, few can stand in their path as they spearhead
a single dent or scratch.
the legions of monsters summoned at their behest.
In addition to his night-
The Lord of Nightmares shrouded armour, the
A Soulbane of nigh-unprecedented cruelty and ambition, Lord of Nightmares
Mikayel is known and feared across the vast reaches of Mantica bears the Shield of
and beyond. His title, Lord of Nightmares, is well-earned Djet, a shield that,
indeed, for none can sleep soundly when Mikayel is abroad. He legend says, is able
can strike anywhere he pleases in the lands of mortals and is to turn the gaze
engaged on a deadly mission to gain ascendancy over the other of even the most
Dark Lords of the Twilight Kin’s subterranean realm. pure-hearted servant
of the Shining Ones.
Mikayel rides to battle upon a mighty steed of dark aspect The shield is, by
called Mor’ghul’eiza by the Elves (which roughly translates as all accounts, a
“unstoppable dark force”) and the Mare of Night by the men black mirror into
that live among the ruins of Primovantor. Mikayel himself goes which no being
by even more names, but it is for his horrific deeds that he is claiming to serve the light may peer
most well-known. without some hidden reach of his soul
being revealed as tainted and impure.
As a Dark Lord of the Underworld, he controls vast swathes Needless to say, for a noble creature
of the dark paths that are said to spread from the Pit of such as an elf lord or a Basilean war
Despair. Indeed, Mikayel has masterminded and is overseeing priest to see such a thing revealed
all the activity the kin are now engaged in near the Southern in his own reflection is sufficient to
Rift, hidden deep underground from the prying eyes of those shatter their resolve.
on the surface that are brave, or foolish, enough to entertain
their curiosity.

100
Twilight Kin
Army Special Upgrade Alignment: Evil
Screamshard
Once per game, before the unit rolls to damage in melee, you may choose to give the unit the Lifeleech (+2) special rule for
the remainder of the turn. The unit’s Screamshard is then destroyed and cannot be used again for the remainder of the
game.

Army Special Rules


The Twilight Kin list is a Theme List. The Master List for this Theme is Elves.
Note: Units taken from the Elves Master List gain the Twilight Keyword. Units taken from the Master List change their
Alignment to Evil.

The following units may be taken from the Master List:


Kindred Tallspears, Kindred Archers, Kindred Gladestalkers*, Silverbreeze Cavalry*, Therennian Sea Guard*, Bolt Thrower, Dragon Breath,
Army Standard Bearer, Elven Prince.

In addition to units from the Master List, Twilight Kin armies may select from the following units.

Infantry
Impalers Ht Blade Dancers Ht
Infantry 2 Infantry 2
Sp Me Unit Size US Att Ne Pts Sp Me Unit Size US Att Ne Pts
6 3+ Troop (10) 1 12 10/12 110 7 3+ Troop (10) 1 15 -/12 135
Ra De Regiment (20) 3 15 14/16 170 Ra De Regiment (20) 3 20 -/16 205
- 4+ - 3+
Special Rules Special Rules
Crushing Strength (1), Elite (Melee) Elite (Melee), Thunderous Charge (1)
Options Keywords: Elf, Twilight
• Screamshard for +5 pts
Keywords: Elf, Twilight

Heavy Infantry Large Infantry


Cronebound Gargoyles* Ht Cronebound Butchers* Ht
Heavy Infantry 2 Large Infantry 3
Sp Me Unit Size US Att Ne Pts Sp Me Unit Size US Att Ne Pts
10 4+ Troop (10) 1 10 8/10 85 6 4+ Regiment (3) 2 9 -/15 120
Ra De Ra De Horde (6) 3 18 -/18 200
- 3+ - 5+
Special Rules Special Rules
Fly, Nimble, Regeneration (4+) Crushing Strength (2), Stealthy
Keywords: Cronebound, Gargoyle Keywords: Abomination, Cronebound, Nightmare

101
Army Lists

Cavalry
Cronebound Shadowhounds* Ht Cronebound Abyssal Horsemen Ht
Cavalry 2 Cavalry 3
Sp Me Unit Size US Att Ne Pts Sp Me Unit Size US Att Ne Pts
9 4+ Troop (5) 1 10 11/13 120 8 3+ Troop (5) 1 9 11/13 155
Ra De Regiment (10) 3 20 14/16 185 Ra De Regiment (10) 3 18 14/16 240
- 4+ - 5+
Special Rules Special Rules
Nimble, Regeneration (5+), Stealthy, Thunderous Charge (1) Crushing Strength (1), Fury, Regeneration (5+), Thunderous
Keywords: Beast, Cronebound, Nightmare Charge (1)
Keywords: Cronebound, Hellequin

Swarms Large Cavalry


Cronebound Needle-fangs* Ht Cronebound Fiends* Ht
Swarm 1 Large Cavalry 4
Sp Me Unit Size US Att Ne Pts Sp Me Unit Size US Att Ne Pts
7 5+ Regiment (3) 1 12 9/11 80 8 4+ Regiment (3) 2 12 13/15 125
Ra De Horde (6) 1 24 12/14 130 Ra De Horde (6) 3 24 16/18 210
- 2+ - 4+
Special Rules Special Rules
Fly, Nimble, Stealthy, Strider Crushing Strength (1), Stealthy, Vicious (Melee)
Keywords: Beast, Cronebound, Nightmare Keywords: Cronebound, Cunning, Nightmare

Monsters Titans
Cronebound Mind-screech Ht Cronebound Shadow-hulk Ht
Monster, Spellcaster: 0 5 Titan 6
Sp Me Unit Size US Att Ne Pts Sp Me Unit Size US Att Ne Pts
6 4+ 1 1 5 13/15 150 6 3+ 1 1 D6+6 -/20 220
Ra De Ra De
- 4+ - 5+
Special Rules Special Rules
Fly, Nimble, Pathfinder, Stealthy Crushing Strength (3), Stealthy, Strider
Spells Keywords: Abomination, Cronebound, Cyclops, Giant
Lightning Bolt (6), Wind Blast (6), Mind Fog (6)
Keywords: Cronebound, Insidious, Nightmare

102
Twilight Kin
Heroes
Cronebound Banshee Ht Cronebound Archfiend Ht
Hero (Inf), Spellcaster: 0 6 Hero (Ttn), Spellcaster: 0 6
Sp Me Unit Size US Att Ne Pts Sp Me Unit Size US Att Ne Pts
10 6+ 1 0 1 -/12 140 10 3+ 1 1 9 16/18 310
Ra De Ra De
- 4+ - 5+
Special Rules Special Rules
Dread, Fly, Individual, Stealthy Brutal, Crushing Strength (3), Fly, Fury, Inspiring, Nimble,
Banshee’s Wail: While casting Wind Blast or Enthral, in addition Vicious (Melee)
to moving the target, roll to damage for each hit scored. Spells
Spells Fireball (10)
Enthral (5), Wind Blast (5) Keywords: Abyssal, Cronebound
Keywords: Cronebound, Phantasm

Twilight Assassin Ht Soulbane Ht


Hero (Inf) 2 Hero (Inf) 2
Sp Me Unit Size US Att Ne Pts Sp Me Unit Size US Att Ne Pts
7 3+ 1 0 4 11/13 100 6 3+ 1 0 5 13/15 120
Ra De Ra De
3+ 4+ - 5+
Special Rules Special Rules
Crushing Strength (1), Duelist, Elite, Individual, Scout, Stealthy Crushing Strength (1), Dread, Elite (Melee), Individual, Inspiring,
Throwing Weapons: 12”, Piercing (1) Mighty, Stealthy
Options Options
• Screamshard for +5 pts • Mount on a Horse, increasing Speed to 9 and changing to Hero
Keywords: Elf, Twilight (Cav – Height: 3) for +35 pts
• Screamshard for +5 pts
Keywords: Elf, Twilight

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Army Lists

Summoner Crone
Hero (Inf), Spellcaster: 3
Ht
2
Unique Units
Sp Me Unit Size US Att Ne Pts Mikayel, Lord of Nightmares [1] Ht
6 5+ 1 0 1 11/13 95 Hero (Cav) 3
Ra De Sp Me Unit Size US Att Ne Pts
- 4+ 9 3+ 1 0 6 -/16 260
Special Rules Ra De
Individual, Inspiring (Cronebound only), Stealthy - 5+
Wicked Miasma: This unit’s Drain Life spell may target Friendly
Core Cronebound units within 18” instead of 6”, for its damage Special Rules
removal component. Crushing Strength (2), Dread, Elite (Melee), Individual, Inspiring,
Iron Resolve, Mighty, Stealthy
Spells
Sword of Umbra: While attacking enemy Heroes, Monsters or
Drain Life (6)
Titans in melee, this unit doubles its number of Attacks.
Options Keywords: Elf, Twilight
• Mount on a Horse, increasing Speed to 9 and changing to Hero
(Cav – Height: 3) for +25 pts
• Upgrade with a Scepter of Shadows [1] - increasing the unit’s
Drain Life value by 3 for +30 pts - This upgrade cannot be taken
in addition to a Horse mount
• Bane Chant (2) for +20 pts
• Hex (3) for +15 pts
• Veil of Shadows (2) [1] for +25 pts
Keywords: Elf, Twilight

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Twilight Kin

The army of the Soulbane Dukat Blackheart crushes the last of the Salamanders facing them.

105
Army Lists

Varangur

106
The tribes of the Shattered Clans occupy the lands around the
Varangur
While Clan Horse Raiders do not traditionally take part in
edges of the Frozen Sea, north of the Abyss. Their domain is pitched battles, when they do, they excel at harrying supply
transient, sometimes stretching as deep into the mountains as trains and enemy outposts. When employed in battle they lie
Drakes End or east and south into the Ogre Lands. Internal in wait for enemies to fall out of position and are superb at
savagery and bickering, and a certain wanderlust, mean their hit and run manoeuvres.
dominion over lands they have conquered can wax and wane.
While they have a very different outlook on life to most other Brute Force
clansmen in the north, they share many similar traits and
Not all trolls are equal. From the swamp trolls of the
traditions and are considered to be a facet of those that people
equatorial jungles of the south, to the dim-witted hill and
the north. In much the same way as the elves of the south
cave trolls that are the scourge of many ranges across the
view their dark cousins, so the Varangur are viewed equally
world, to the cunning snow trolls that reside in the Ice
with loathing, pity, and respect by their peers.
Mountains, the species is varied in temperament, ability, and
The military and social organisation of the Varangur is very in appearance. Even within a particular race of trolls there
similar to most northern clans and, by extension, the Alliance are differences. While many of the snow trolls of the north
in the far off and despised city of Chill. It is not without a have sworn themselves to the Alliance, a significant number
large dose of jealousy that the eyes of the Varangur chieftains have turned their allegiance to a power they feel they can
and kings watch and spy on the minions of Talannar, envious relate to more—Korgaan, a god from their ancestral memory
of the riches and power they perceive capturing it would bring and one they know was heavily involved in the Troll Wars.
them.

A Core of Ice
Forming the bulk of any Varangur war party, bands of tribal
raiders comprise of a multitude of different men and women
armed with an array of weaponry. The only consistency
between each warband is their extreme resilience and
hardiness, which are inherent traits of all northmen. Those
known as Bloodsworn are warriors who have made a blood
sacrifice to Korgaan in exchange for unnatural strength
and resilience. Wearing heavy armour and armed with even
heavier weapons, they form the solid core of a Varangur force.

Reavers were once Bloodsworn that have donned the Mask


of the Reaper, but they are unable to contain the immense
bloodlust bestowed upon them. Their minds torn asunder, Frost Fangs, or as the Varangur would have it, Dire Fangs,
Reavers enter an extreme state of psychosis, becoming wild, are as prized among the Shattered Clans as anywhere. The
savage, and debased beasts. Varangur possess no more skill in capturing and training
these fearsome beasts than any other clan—indeed, doing so
The Huscarls of the Shattered Clans are known colloquially
can be as equally fatal. The prestige of owning and riding one
as the Sons of Korgaan, believed to be blessed by their god
is great and the lucky rider considered to be greatly favoured
itself. These heavyset veterans are the most elite and ferocious
by their three-faced god.
fighters from within Varangur society. They, however, answer
directly to Korgaan, and it’s not unheard of for whole groups Korgaan’s bitter hatred of all dragonkind is a terrible grudge
of Sons to disappear in the night, halfway through a raid, that is rooted in the time before, and of, the Celestians. If
called away by Korgaan toward some unknown end, even any descendant of one of the former Great Drakes is foolish
against the wishes of their Chieftain or King. Very rarely, a enough to stray within Korgaan’s reach, its fate is to become
Son of Korgaan succumbs to the power of the Mask of the captured, tortured, twisted, and deformed by Korgaan’s
Reaper. Caring nothing for their own safety, these cursed eternal spite. The resulting abominations are known as
individuals will rush headlong toward the enemy in a Jabberwocks. Each is different, mutated into ever more
frenzied bloodlust. repulsive and mocking effigies of their former selves, stripped
of their freedoms and bound to Korgaan’s malicious will. To
Night Raiders are masters at remaining unseen and stalking
this end, Korgaan has also lured a number of the titanic Frost
their prey. Donning blackened warpaint, but forgoing
Giants to his growing power base, knowing that they, most
all armour, they move in complete silence and only after
of all among his followers, have the power to single-handedly
sneaking within a few feet of their enemies do they unleash a
defeat the cursed dragon spawn in combat.
barrage of axes and arrows before closing in for the final kill.

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Army Lists

The Chilling Curse of Undeath As Magnilde led the Clans to a bloodthirsty victory against
the vicious hordes of the Wicked Ones, fighting side by side
The destiny of all the Varangur is to die in battle, bathed in with the forces of the Green Lady, Herja turned on her ally
glory. To ultimately prove their worth, and to travel to the in the midst of battle. Fighters from both sides fell back in
afterlife to be with their god in his eternal war chamber, they awe as the two warriors clashed in an almighty duel, one
must die with their weapons in their hands. fuelled by hate and jealousy, the other by her god’s blessing
Those that fall disarmed are disgraced. Their bodies are and enraged at such betrayal.
buried by their fellow clansmen in shallow graves, not set free As the champions tired from exertion and their wounds,
on one of the great funeral pyres. Their spirits wander the Magnilde struck Herja a mortal blow, ensnaring the former
frozen land until they are one day confronted by the Great Var’Kyr with her whip and burying her blade deep into
Deceiver, who shepherds them back to their broken bodies the ancient being’s heart. As her agonising scream pierced
and forces them to rise once more, giving them one final through the cacophony of the surrounding battle, the
chance to atone for their failure. These Draugr, the again- Var’Kyr’s essence was finally released from the prison of
walkers, are shambling, desperate zombies with a last chance Sor’ik’su’s body. Seizing the one chance it had for survival,
to fulfil their dreams. the soul of Herja called upon Korgaan to seek his forgiveness
During The Reckoning, and at the behest of Korgaan, the and extend her life. Laughing and relishing in the chaos
Sons sought out and captured an entire colony of gargoyles. his followers were enacting, Korgaan granted her wish and
Brought back to his domain, Korgaan commanded the Sons opened the ancient paths of the spirit world, forging a tunnel
to break open the tombs of the Var’Kyr, the first of Korgaan’s into the ailing body of Magnilde. Ecstatic with her god’s
ancient and forgotten followers. After a sanguinary ritual, the acceptance, Herja poured herself into her new host and both
gargoyles’ essence containing their powers of regeneration was mortal bodies collapsed to the floor.
infused into the long dead remains of these ancient warriors, With the battle raging around it, the body of Magnilde
granting them life once more. The Fallen are deadly warriors opened its black, oily eyes and raised itself to its feet. Once
that fight in loose formations to better bring their hefty more two souls had been merged and now Magnilde of the
glaives to bear, being able to move at speeds that would make Fallen will lead the Clans to glory.
even an elf appear laboured.

Magnilde of the Fallen Might and Magic


In Varangur society, the title of Thegn has mostly given
Herja was once the ruthless leader of the long dead Var’Kyr. way to the more common name of Chieftain. Chieftains are
During the ritual performed by the Sons, her remains were great warriors, loyal to Korgaan and blessed with the power
fused with the body and essence of Sor’ik’su, the bride of of their god. They exert their immense influence over their
Ba’su’su and queen of his lofty serail. Captured during The clan, driving them to war and leading raids from the front.
Reckoning, her fierce will and resistance took an age to break The mightiest of warriors, Chieftains who have combined the
and such power and resilience was an ideal match for Herja. might of multiple clans under their control through conquest
Sor’ik’su’s spirit didn’t fracture and succumb completely and and bloodshed will proclaim themselves a King. Perhaps it
Herja was reborn as the new champion of her god, as a true is the arrogance of the Shattered Clans that these warriors
merging of two mighty individuals and with the potency and consider themselves above the title of lord as their standing
malevolence of both. would be among other northmen. To truly prove their claim,
Chosen by Korgaan to aid the Green Lady in thwarting the it is clan tradition that a King capture and tame a wild
schemes of the Wicked Ones, Magnilde dropped the cursed chimera to ride in battle.
orb, the Eye of the Abyss, into the boiling depths of the The Clan Magi are the voice of Korgaan. After proving
Fourth Circle. Its destruction rippled through the Abyss like themselves in battle, those with the gift of magic are
a beacon call to all its foul denizens, screaming for revenge. transformed, their minds melding with their deity. They speak
Korgaan, delighted with his new favoured champion’s for Korgaan and dictate his wishes to the rest of the Varangur.
exploits, showered Magnilde with gifts and praise. At the
same time, Herja, Korgaan’s captured plaything, had failed Some lesser Clan Magi are made to combine their power as a
in her mission to stop an Abyssal assault upon the southern trio, each channelling a different facet of Korgaan’s will and
reaches of the Clans’ home range. Embittered and shamed by together these conclaves unleash powerful bolts of explosive
Korgaan’s immense displeasure and seething with envy for energy over vast distances. The effort leaves them drained
Magnilde’s subsequent rise in stature and power within the and all but defenceless. If a single untrained Magus were to
Shattered Clans, Herja plotted the assassination of her god’s attempt to channel such a spell, the sheer power would tear
new favourite. them apart. Only those with a power approaching that of an
Ice-Queen would even dare contemplate such an endeavour.

108
Varangur
Army Special Upgrade Alignment: Evil
Snow Fox
The unit has +1 Attack.

Army Special Rules


Cold Hatred
Korgaan’s extreme hatred of the Abyss means that Varangur armies cannot ally with the following armies: Abyssal
Dwarfs, Forces of the Abyss, Twilight Kin.

The Varangur list is a Theme List. The Master List for this Theme is Northern Alliance.
Note: Units taken from the Master List change their Alignment to Evil.

The following units may be taken from the Master List:


Human Clansmen, Huscarls, Snow Trolls, Tundra Wolves, Frostfang Cavalry, Cavern Dweller, Snow Foxes*, Lord on Frostfang, Frost Giant,
Thegn on Frostfang, Skald, Lord on Chimera, Snow Troll Prime.

In addition to units from the Master List, Varangur armies may select from the following units.

Infantry
Draugr Ht Reavers Ht
Infantry 2 Infantry 2
Sp Me Unit Size US Att Ne Pts Sp Me Unit Size US Att Ne Pts
4 5+ Regiment (20) 2 12 -/14 75 6 4+ Troop (10) 1 20 -/13 135
Ra De Horde (40) 3 25 -/21 125 Ra De Regiment (20) 3 25 -/17 210
- 3+ Legion (60) 4 30 -/27 180 - 3+
Special Rules Special Rules
Iron Resolve, Wild Charge (D3) Crushing Strength (1), Thunderous Charge (1)
Keywords: Expendable, Draugr, Zombie Options
• Upgrade with a Mask of the Reaper, gaining Lifeleech (2) for
[+15/+20] pts
Keywords: Barbarian, Bloodbound, Human

Ranged Infantry Large Infantry


Night Raiders* Ht The Fallen* Ht
Infantry 2 Large Infantry 2
Sp Me Unit Size US Att Ne Pts Sp Me Unit Size US Att Ne Pts
5 4+ Troop (10) 1 10 9/11 105 8 3+ Regiment (3) 2 9 12/14 155
Ra De Regiment (20) 2 12 13/15 140 Ra De Horde (6) 3 18 15/17 255
5+ 3+ - 5+
Special Rules Special Rules
Pathfinder, Scout, Stealthy, Thunderous Charge (1) Crushing Strength (1), Iron Resolve, Nimble, Pathfinder
Throwing Axes: 12”, Piercing (1), Steady Aim Keywords: Bloodbound, Fallen
Options
• Exchange Throwing Axes for Bows: 24” for free
• Wolf Handlers [1], Upgrade with Aura (Vicious (Melee) - Tundra
Wolf only) for +10 pts
Keywords: Barbarian, Human, Tracker

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Army Lists

cavalry
Mounted Sons of Korgaan Ht Horse Raiders* Ht
Cavalry 3 Cavalry 3
Sp Me Unit Size US Att Ne Pts Sp Me Unit Size US Att Ne Pts
8 3+ Troop (5) 1 9 12/14 140 8 4+ Troop (5) 1 7 10/12 105
Ra De Regiment (10) 3 18 15/17 215 Ra De Regiment (10) 2 14 13/15 165
- 5+ 5+ 4+
Special Rules Special Rules
Crushing Strength (1), Thunderous Charge (1) Nimble, Thunderous Charge (1)
Options Shortbows: 18”, Steady Aim
• Upgrade with a Brand of the Warrior, gaining Brutal for Options
[+5/+10] pts • Exchange Shortbows for Throwing Axes: 12”, Piercing (1), Steady
or Aim for free
• Upgrade with a Guise of the Deceiver, gaining Stealthy for Keywords: Barbarian, Human
[+5/+10] pts
Keywords: Barbarian, Bloodbound, Human

Monsters War Engines


Jabberwock Ht Magus Conclave Ht
Monster 5 War Engine 2
Sp Me Unit Size US Att Ne Pts Sp Me Unit Size US Att Ne Pts
7 4+ 1 1 7 15/17 165 5 - 1 0 2 11/13 100
Ra De Ra De
- 5+ 4+ 3+
Special Rules Special Rules
Brutal, Crushing Strength (1), Nimble, Strider, Thunderous Nimble, Stealthy
Charge (1) Bloodbolts: 36” Range, Blast (D3), Piercing (2), Steady Aim
Feeding Frenzy: In addition to its basic 7 attacks, this unit has Options
a number of additional attacks equal to the amount of damage • Upgrade with a Famulus, gaining Elite (Ranged) with Bloodbolts
already on the unit it is attacking in melee at the start of the Melee for +10 pts
phase. Keywords: Bloodbound, Human
Options
• Gain the ranged attack - Rancid Bile: 12”, Ra: 4+, Vicious
(Ranged), Steady Aim for +15 pts
Keywords: Abomination, Bloodbound, Draconic

110
Varangur
Heroes
Cursed Son Ht Lord Ht
Hero (Hv Inf) 2 Hero (Hv Inf) 2
Sp Me Unit Size US Att Ne Pts Sp Me Unit Size US Att Ne Pts
6 3+ 1 0 7 -/15 130 5 3+ 1 0 5 13/15 110
Ra De Ra De
- 5+ - 5+
Special Rules Special Rules
Crushing Strength (2), Individual, Mighty Crushing Strength (2), Individual, Mighty, Very Inspiring, Wild
Options Charge (1)
• Mount on a Horse, increasing Speed to 8 and changing to Hero Options
(Cav – Height: 3) for +35 pts • Upgrade with a Brand of the Warrior, gaining Brutal for +10 pts
• Upgrade with a Mask of the Reaper, gaining Lifeleech (2) for • Snow Fox for +10 pts
+15 pts Keywords: Barbarian, Bloodbound, Human
Keywords: Bloodbound, Human

Thegn Ht Magus Ht
Hero (Hv Inf) 2 Hero (Inf), Spellcaster: 2 2
Sp Me Unit Size US Att Ne Pts Sp Me Unit Size US Att Ne Pts
5 3+ 1 0 3 11/13 50 5 5+ 1 0 1 11/13 90
Ra De Ra De
- 5+ - 5+
Special Rules Special Rules
Crushing Strength (1), Individual, Wild Charge (1) Individual
Options Famulus: Whenever this unit rolls to hit with Lightning Bolt,
• Upgrade with a Brand of the Warrior, gaining Brutal for +10 pts Bane Chant, Drain Life or Bloodboil, it can reroll all dice that
• Snow Fox for +10 pts score a natural, unmodified 1.
Keywords: Barbarian, Bloodbound, Human Transfusion: At the start of each of your ranged phases you
can transfer up to D2 points of damage from a Friendly Core
Bloodbound unit within 6” of this unit to a Friendly Core Draugr
unit also within 6” of this unit. A unit can only be targeted with a

Unique Units single Transfusion per turn. The Draugr unit will not take a nerve
test for damage taken in this way.
Spells
Lightning Bolt (4)
Magnilde of the Fallen [1] Ht Options
Hero (Hv Inf) 2 • Mount on a Horse, increasing Speed to 8 and changing to Hero
(Cav – Height: 3) for +25 pts
Sp Me Unit Size US Att Ne Pts • Bane Chant (2) for +20 pts
7 3+ 1 0 7 -/15 175 • Drain Life (6) for +30 pts
Ra De • Bloodboil [1] for +30 pts, or free if it replaces Lightning Bolt
- 5+ Keywords: Bloodbound, Human

Special Rules
Crushing Strength (2), Elite (Melee), Individual, Inspiring, Iron
Resolve, Mighty
Herja’s Legacy: Once per game, before this model is given an
order, it gains Speed 10 and the Fly special rule until the end of
the turn.
Keywords: Barbarian, Bloodbound, Fallen, Human

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Army Lists

112
Bloodthirsty Varangur rush towards the hated minions of the Abyss.

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