KING OF SARTAR - Army Lists
Lost units may be replaced over winter at a cost of 1000 Gold Wheels per Army Point (AP).  
New units can be recruited over winter at a cost of  3000 Wh per AP.
Note: "†" indicates one of the listed troop elements has been lost.
The Tribes of Sartar
The Colymar [Gary Watson]
Capital: Clearwine. Friends/Enemies: The Dragonewts (Friendly [+1]); Delecti the Necromancer (Enemy [-2]).
Oldest and perhaps strongest of the tribes. Keepers of the fabled Black Spear. Allied to the Lunars (tributary).
  King Kangharl Kagradusson* [Hero + General] +6
  1x Blakmor's Warriors* [Warband] +3
  5x Tribal Warriors [Warband] +3
  2x Colymar Cavalry [Riders] +3
  2x Raider Cavalry* [Light Cavalry] +2
* Loyal to the Throne of Sartar: won't fight Prince Temertain's friends (Lunars/Kultain/Colymar).

 

The Culbrea [Peter Taylor]
Capital: Jarolar Keep. Friends/Enemies: Sir Ethilrist (Friendly [+1]); Telmori Wolf Brothers (Hostile [-1]).
Most militarily organised of the tribes of Sartar.
  General Rauri Agres [Hero + General] +6 (+8 v Blades*)
  2x Royal Guard [Blades] +5 v foot, +3 v others
  2x Huscarl Axemen [Blades] +5 v foot, +3 v others
  2x Pikemen [Pikes] +3 v foot, +4 v others
  3x Tribal Warriors [Warband] +3
  1x Tribal Fyrd [Horde] +2
* SPECIAL: Ruari is the possessor of "BladeBiter", a powerful magical sword, reputedly of Dwarf manufacture, which takes on a life of its own and fights with additional power when up against enemy blade wielders [bonus +2 v Blades].

 

The Kheldon [Tony Habergham]
Capital: Freedom. Friends/Enemies: The Dwarf (Friendly [+1]); Sable Rider Nomads (Hostile [-1]).
Most rebellious and freedom-loving of the tribes.
  Vertigen TrueSword of Pavis*** [Hero + General] +6
  1x Humakti Swordbrothers of Pavis [Blades] +5 v foot, +3 v others
  1x Swordsmen of Humakt* [Blades] +5 v foot, +3 v others
  Wind-Priests of Orlanth** [Warband"+1"] +4, +4 bespelling
  2x Royal House Archers [Shooters] +3 v foot, +4 v others
  2x Tribal Warriors [Warband] +3
  2x Hill Rangers [Psiloi] +2
1x Storm Bull Berserkers* [Warband] +3
* SPECIAL: Storm Bulls ignore RECOIL or FLEE results in close combat against Chaos and may not move away from the nearest Chaos, if any, on the battlefield. (Chaos includes Lunars as far as the Storm Bulls are concerned).
** The Wind-Priests of Orlanth can attack with, and defend against, spells as Magicians.
*** SPECIAL: Vertigen is accompanied by subservient Sword-Priests of Humakt, which affect magic as Clerics. They may also give divinely-inspired "Morale" to one element (non-magical, non-special) per battle [which gains +2].

 

The Kultain [Rob Bird]
Capital: Forgotten Town. Friends/Enemies: Trolls of Troll Woods (Friendly [+1]); Sun Dome Templars (Enemy [-2]).
Allied to the Lunars (tributary). The Tribe of the current rightful ruler of Sartar - Prince Temertain. Also the tribe most willing to use Dark Forces...
  Haman the Summoner** [Magician+General] +5, +4 bespelling
  ("Spirit of the Ancestors"** [Magician] +4, but no bespelling)
  Tribal Shamen of Daka Fal* [Warband"+1"] +4, +4 bespelling
  6x Tribal Warriors [Warband] +3
  2x Tribal Hunters [Psiloi] +2
  2x Philosopher's Guard [Blades] +5 v foot, +3 v others
* The Tribal Shamen of Daka Fal attack with, and defend against, spells as Magicians.
** SPECIAL: Once per battle, Haman can summon the "Spirit of the Ancestors". If Haman moves while it is present, (including recoil/flee) the spirit is dismissed (destroyed). The spirit attacks as a Magician in contact, but cannot itself cast spells. It moves at 600p, is unaffected by terrain and can only be destroyed by things magical (i.e. Hero, Magician, Cleric, Dragon, Paladin or God). If destroyed the spirit reappears after the battle. NB: Haman's own spirit magic and his Spirit of the Ancestors know Kallyr Starbrow's weaknesses and destroy her Spirit if it attacks them.

 

The United Exiles Alliance [Carl Harvey]
Capital: Alone. Friends/Enemies: The Tarsh Exiles (Friendly [+1]); Pol-Joni Horse Nomads (Hostile [-1]).
Made up of disparate groups of exiles from many lands, they are the most motley bunch of all the barbarian tribes.
  Belgarion SilverTongue the Orator*** [Hero + General] +6
  The Snakepipe Dancers [Magicians**] +4, +4 bespelling
  1x Ironspike Cavalry [Riders] +3
1x Red Cow Bandits [Shooters] +3 v foot, +4 v others
  4x Tribal Warriors (Aloni, Torkani, etc) [Warband] +3
  1x Maboder Survivors* [Warband] +3
  2x Hawk Riders**** [Flyers] +3 (shooting +3 v foot, +4 v others)
  1x Ranger Knights***** [Knights] +3 v foot, +4 v others
* Loyal to the Throne of Sartar: won't fight Prince Temertain's friends (Lunars/Kultain/Colymar).
** The Snakepipe Dancers count as Mounted troops for purposes of passing through and affecting other troops. When in Snakepipe Hollow, the Snakepipe Dancers can create an illusory unit which cannot move or attack and will disappear if attacked.
*** SPECIAL: Once per battle, Belgarion can turn a Recoil/Flee result he inflicted in close combat into Flee Off Battlefield, by persuading the enemy (temporarily) of the futility of fighting. Also his outstanding charisma allows 2AP-worth of lost troops to be replaced automatically each campaign season.
**** The Hawk Riders can also shoot, by raining down darts and stones upon their foes.
***** The Ranger Knights guard the edges of Snakepipe Hollow against Chaos monsters. Fanatical, they ignore RECOIL results from Chaos Monsters.

The Lunars 
The Lunar Provincial Army [NPC c/o Steve Wells]
Provincial Capital: Boldhome. Friends/Enemies: The Empire, Sable Riders (Friendly[+1]); Everyone Else (Hostile [-1]).
Soldiers of the Red Goddess, bringers of civilisation and all it's benefits (law & order, aqueducts, taxes, crucifixion...). The Lunar Provincial Army of Sartar currently comprises three Legions:

 

  Tarsh Legion    
  Governor-General Fazzur Wideread* [Hero + General] +6, +4 bespelling
g Lunar Magicians** [Magician] +4, +4 bespelling
gggg 4x Cavalry Corps Squadrons [Riders] +3
gg 6x Sword Phalanxes [Blades] +5 v foot, +3 v others
g 3x Skirmishers [Psiloi] +2
* SPECIAL: Fazzur has an entourage of Lunar Priestesses, so his element can attack with and defends against spells as a Magician (using Lunar Magic - see below).
** SPECIAL: The Lunar Magicians use Lunar Magic, of course - see below.

 

  1st Legion    
  Lunar Commander [Blades + General] +6 v foot, +4 v others
  5x Sword Phalanxes [Blades] +5 v foot, +3 v others
  5x Spear Phalanxes [Spears] +4
  3x Skirmishers [Psiloi] +2

 

  2nd Legion    
  Lunar Magician** [Magician + General] +5, +4 bespelling
  5x Sword Phalanxes [Blades] +5 v foot, +3 v others
††††††† 9x Cavalry Squadrons* [Light Cavalry] +2
* When defending fortifications they can dismount as Bowmen [Shooters: +3 v foot, +4 v others]
** SPECIAL: The Lunar Magician uses Lunar Magic, of course - see below.

 

Notes on Lunar Magic
The effects of Lunar Magic vary according to the phase of the Red Moon. To determine the phase of the moon for a battle roll d6 (Lunars can adjust the roll by +/-1 if they are the attackers):
Die Roll 1 2 3 4 5 6 7/0
Moon Phase Full-Half Crescent-Go Dying Black Cres.-Come Empty-Half Full Moon
Moon Power 6ô 5ô 3ô 3ô 4ô 5ô 7ô
However, within the Empire's "Glowline" (or the Crimson Bat's "Glowspot") the Moon is always at Full strength.
 
When a target element is affected by Lunar Magic, roll a die. If the roll is less than the current moon strength (ô) then the special effect occurs instead of the 'normal' magical effect:
Normal Effect Special Effect of Lunar Magic
Recoil Flee 600p
Flee Flee Off Battlefield
Destroyed Attack any friend in contact (resolve immediately, turning if necessary), then Destroyed
Ensorcelled Go over to the Lunar side until de-sorcelled(!), as part of the Lunar Magicians' command.

 

The Heartlands of the Lunar Empire
Capital: Glamour (in far distant Peloria). Friends/Enemies: Lunars (Neutral [=]); Everyone Else (Enemy [-2]).
Lunars and Lunar Allies may send emissaries to the Red Emperor, to gain aid from the heartlands of the Empire.
  Lunar Sword Phalanx Commander [Blades + General] +6 v foot, +4 v others
  3x Sword Phalanxes [Blades] +5 v foot, +3 v others
OR      
  Lunar Magicians* [Magician + General] +5, +4 bespelling
  1x Sword Phalanx [Blades] +5 v foot, +3 v others
OR      
  Priestesses of the Bat* [Magicians + General] +5, +4 bespelling
  The Crimson Bat** [God] +6, +4 bespelling
* SPECIAL: The Lunar Magicians and Priestesses of the Bat use Lunar Magic, of course - see above.
** SPECIAL: The Bat glows - eerily projecting a red light over the entire battlefield (while it has bat food available). Within this "Glowspot" Lunar Magic is at Full strength. The Bat starts a battle with a number of items of bat food equal to the (modified) number rolled to determine the (true) phase of the Moon. The Bat can attack with, and defends against, spells as a Magician, using Chaotic (Lunar) Magic. However, it must consume one item of bat food whenever it does so (yes, even defending). If the Bat is Ensorcelled it will merely Flee Off Battlefield. The Bat moves with it's Priestesses - but this therefore costs 2 PIPs. Each PIP-die roll of 1 for the Bat's command requires that the Bat eats one item of bat food if bat food is available - otherwise it must Flee Off Battlefield, as normal. While the Priestesses are present, ground troops in close combat must engage them instead of the Bat - the Bat will count as an 'overlap from above' against such enemy troops (unless currently engaged by Aerials). Whenever the Bat's Priestesses destroy an enemy element by close combat, they capture one fresh item of bat food.
Others from the Empire
The Full Moon Corps
The Crater Makers
More Lunar Magicians
Solar Magicians of Yelm
Lunar Heroes & Superheroes: Jar-Eel the Razoress, Beat-Pot Aelwrin, The Red Emperor Himself.
The Major Independent Nations
Delecti the Necromancer [Mike Crewe]
Capital: Delecti's Ruin in the Upland Marsh. Friends/Enemies: The Colymar Tribe (Enemy [-2]); The Ducks (Friendly [+1]).
  Witchy Women with Willow Wands* [Magician+General] +5, +4 bespelling
  Vampires [Lurkers+2] +4
  Mummies [Lurkers+1***] +3
  Scythed Death-Chariots* ["Knights"] +3 v foot, +4 v others
  Skull Catapult [Artillery] +4 v foot, +3 v others
  2x Skeletal Warriors [Warband] +3
  1x Skeletal Cavalry* [Riders] +3
  2x Skeletal Light Cavalry* [Lt. Cavalry] +2
  4x Zombie Hordes** [Hordes] +2
  Corpse Cart** [Behemoth-3] +1 v foot, +2 v others
  [Delecti the Necromancer*] [Magician+General] +5, +4 bespelling
Delecti's undead do not have to flee when the battle is lost (although Hordes can no longer be replaced). If their general is lost the mindless undead keep on going - out of control. Each element moves forward (without need for PIP-rolling) as far as possible and attacks any element (not of Delecti) it contacts (friend or foe).
* Delecti's Water Magic: Delecti or his subservient magicians, the Witchy Women with Willow Wands, can cast spells which raise/lower water levels in a 600x600p area. [Good/Rough - Marsh; Marsh - Water; Water/River - Marsh; Marsh - Rough]. An area can only be affected once per battle. Land on hills cannot be affected. If enemy units are on the area then the spell must overcome all of them by inflicting a negative combat outcome (all are tested). Non-waterproof units inundated are destroyed.
* The Chariots and Cavalry may be substituted with extra Zombie Hordes (up to the same AP value, when fighting a battle in the Upland Marsh (unsuitable terrrain for cavalry)
** Up to 1/2 the AP of Delecti's army may be Zombie Hordes. These are replaced automatically after each battle (provided the Corpse Cart survived).
** Delecti's Corpse Cart collects bodies from the battlefield to be turned into Zombies for the next battle. If the Corpse Cart is lost or leaves the field, Zombie Hordes cost 1000Wh/AP to replace. If the Corpse Cart is on-field after a victory, then for each pair of similar enemy units destroyed, one "undead" version of such can be immediately recruited for just 1000Wh/AP.
*** Mummies carry a deadly disease - any unit (except Broo/Undead) which they contact (even friends) has a 2 in 6 chance of dying after the battle.
* Delecti the Necromancer himself will only fight to defend Delecti's Ruin.
Note that Delecti's army can only move 1 space per season, unlike other armies which may move 2 spaces.

 

The Dragonewts [Steve Brooks]
Capital: The Dragon's Eye. Friends/Enemies: The Colymar Tribe (Friendly [+1]).
  1x Winged Dragonewt Priests* [Flyers"+2" - General] +5, +4 bespelling
  1x Triceratops [Behemoth] +4 v foot, +5 v others
  3x Beaked Dragonewt Warriors [Warband"+1"] +4
  2x Demi-Bird Riders [Riders"+1"] +4
  4x Crested Dragonewt Skirmishers [Psiloi] +2
  [The Inhuman King**] [Aerial Hero - General] +6
* SPECIAL: The Dragonewt Priests' draconic magic interferes with normal magic in their vicinity, so they affect such magic as do Clerics. They also attack with and defend against spells as Magicians, using their own draconic magic which, of course, is not subject to such interference.
** The Inhuman King will only fight to defend The Dragon's Eye. In addition to it's Hero status, it has Cleric/Magician abilities as the Winged Priests.
The Dragonewts have a network of mystical "Dragonewt Roads" throughout Dragon Pass. They can use these to travel between any of the Dragonewt Cities as if the distance were but 1 space.
Dragonewts are continually reincarnated. Any slain in battle are hatched again, after a while, out of eggs in the weird city of Dragon's Eye. To replace losses only costs half the normal amount (i.e. 500Wh per AP). However, any Dragonewts slain while the Dragon's Eye is occupied by another nation are NOT reborn and are lost permanently from the cycle (and the army list).

 

Chaos Things of Snakepipe Hollow [Ian Phillips]
Capital: Chaos Nest in Snakepipe Hollow. Friends/Enemies: Lunars (Neutral [=]), Everyone Else (Hostile [-1].
  Champion of Chaos* [Hero + General] +6
  3x Broo Warriors** [Warband] +3
  4x Broo Gangs** [Hordes] +2
  3x Scorpionmen*** ["Riders"] +3
  1x Walktapi* [Beasts] +3 v Foot, +4 v Others
  2x Krarshtkids OR Gorp [Lurkers/Water Lurkers] +2
[Hypnotic Jack-o-bears, regenerative Walktapi, feature-rich Dragonsnails and other such chaos abominations may appear if rules can encompass them.]
Up to 1/6th of the Chaos Army may be Broo Gangs [Hordes], which are replaced automatically after any battle.
* The as-yet-nameless Champion of Chaos is rumoured to take on a different form - with different special abilities - each time he is encountered.
** Vile Broo carry horrible diseases. Any elements which contact them (even friends), except Broo or undead, have a 1 in 6 chance of dying horribly after the battle.
*** Scorpionmen have a poisonous sting: if they inflict a negative result, the victim immediately suffers another attack of the same strength.
* Walktapi emit poison gas - poison attack before close combat. They also regenerate - unless destroyed by magic, they can reappear (cost 1PIP) at the place they were 'destroyed' (but it cannot be occupied/adjacent to any enemy).

 

The King of Ghouls (Brangbane) [Mike Whelan]
Capital: None. Friends/Enemies: Sartarite Tribes (Enemy [-2]).
  The King of Ghouls (Brangbane) [Hero + General**] +5, +4 bespelling
  3x Ghoul Choirs* [Warband**] +3, +3 bespelling
  12x Ghoul Packs*** [Warband-1**] +2
  2x Ghoul Lurkers [Lurkers**] +2
* The King chooses the toughest and most tuneful of his Ghouls to howl in his "choirs". These songsters emit a keening which can demoralise or terrify the living. This allows them to attack as Magicians (but at "-1"). Though weak alone, such attacks are stronger in concert.
** Ghouls are poisonous: If they inflict a negative result in close combat the victim immediately suffers another such attack.
* Brangbane can attack/defend against spells as a Magician. Special ability: Any (normal humanoid) unit destroyed by him in close combat becomes a Ghoul Pack immediately.
*** Ghoul Packs are weak warbands (only +2 overall, not +3) and costing less (1AP not 2). Special ability: if they destroy a unit and can then stand still FEEDING for the rest of the battle then a new Ghoul Pack will be created.
The King of Ghouls does not have his own lands but feeds off others. He may Assault, Besiege or merely Feed off any site his army visits. If he is not driven off, income from the site goes to the King of Ghouls instead of to the real owner; if he is driven off, he may retreat to any neighbouring site (but do not feed off it).
He may initially muster his ghoulish army anywhere in Sartar.
Towns captured by the Ghouls are depopulated as the Ghouls go into a Feeding Frenzy. 5000Wh loot is gained immediately, but no further income can be gained from it (until re-occupied by the living, and not until the next year in any case), neither will it provide a garrison.

 

The Fingerless Ghosts - Brangbane's Nemesis
Capital: N/A. These cannot be allied in the usual way but automatically ally with any Sartarite army opposing Brangbane himself. They will arrive as does a 'far' ally, but after they arrive will act as part of the main command (i.e. no separate PIP die roll).
  1x The Fingerless Ghosts* [Sneakers] +4
* The Fingerless Ghosts weaken Brangbane's magic, so they affect his bespelling (and Ghoulish howling) as do Clerics. Also, the ghoul minions of Brangbane cannot disregard unfavourable outcomes inflicted upon them by the Fingerless Ghosts.
The Minor Independent Nations
These are the semi-player nations, awaiting your email-emissaries...
Ironhoof and the Half-Beasts [Andy Smith]
Capital: Wild Temple, in Beast Valley. Friends/Enemies: The Ducks (Hostile [-1])
  Ironhoof the Centaur Hero * [Hero + General] +6
  3xCentaurs [Riders**] +3 (shooting +3 v foot, +4 v others)
  3xSatyrs [Psiloi] +2
  2xMinotaurs [Warband"+1"] +4
  2xManticores [Beasts"+1"***] +4 v foot, +5 v others
Ironhoof can send any number/combination of his forces up to 6AP value as allied contingents.
* Ironhoof is son of the Horse goddess and can command the loyalty of all horses: He can forbid all horses present in a battle from moving until his next turn ('bound') .
** Centaurs can also shoot as Bowmen.
*** Manticores have a poisonous sting: if they inflict a negative result, the victim immediately suffers another attack of the same strength.

 

The Puppeteer Troupe [Dave Schuster]
Capital: Unknown*. Friends/Enemies: None.
  1x The Puppeteers** [Magician + General] +5, +4 bespelling
* When the Puppeteers are allied, roll d6 to see where they were found: 1 = Smoking Ruin (Grazelands), 2 = The Bush Ranges, 3 = Skull Ruins (nr Dragon's Eye), 4 = Too Far, 5 = a clearing in the Stinking Forest, 6 = "nearby".
** SPECIAL: The Puppeteers may look like a bunch of clowns but are Magicians with special powers. When they arrive they bring an army of other allies (randomly/Dave-selected) trailing behind them, in pied-piper fashion. The Puppeteers are effectively the General for this army. But the elements of that army, on a base-by-base basis, may be illusions. Spell-casting or shooting by/upon possibly illusory elements is resolved as if they were real. However, when resolving the first close-combat for such an element, roll a die: 1-4=It Vanishes!; 5-6=It's Real! At the moment an illusory element vanishes, the Puppeteers have the option of appearing in their place (the close-combat is then conducted against the Puppeteers themselves). Also, instead of any normal move, the Puppeteers may disappear and reappear in place of any remaining possibly-illusory element (but this causes the target element to vanish).

 

The Sun Dome Templars [Andrew Tuley]
Capital: Sun Dome Temple. Friends/Enemies: The Kultain Tribe (Enemy [-2]).
  1x Light Sons Rune Lord Phalanx [Pikes + General] +4
  3x Pike Phalanxes [Pikes] +3

 

The Dwarf [Debra-Jane Appelby]
Capital: The Dwarf Mine. Friends/Enemies: The Kheldon Tribe (Friendly [+1]).
The Dwarf can send any two elements listed below but they will act as part of an existing, not separate, command.
  The Dwarf Himself [Hero] +5
  A Stone Man (2 available) [Behemoth] +4 v foot, +5 v others
  The Alchemical Transformer [Magician**] +4, but no bespelling
  Cannon Cult's Physical Agent [Artillery*] +4 v foot, +3 v others
* NORMAL (but notable): Artillery shoots up to 500p, but only in opponent's turn and if it didn't move in it's last turn.
** SPECIAL: The Alchemical Transformer can not itself cast spells but enhances the magical power of any friendly Magicians in contact. It can either double the bespelling range (to 1200p) or bestow an extra +2 bonus (opt at will).
Other Independent Nations
These are the non-player nations, awaiting your emissaries...
The Tarsh Exiles
Capital: Wintertop. Friends/Enemies: The UEA (Friendly [+1]).
  The Earthshaker** [Behemoth + General] +5 v foot, +6 v others, +4 bespelling
  Tarshite Cavalry [Riders] +3
OR      
  The Moon Haters* [Magicians + General] +5, +4 bespelling
  Tarshite Cavalry [Riders] +3
OR      
  Tarshite Cavalry Commander [Riders + General] +5, +4 bespelling
  Tarshite Cavalry [Riders] +3
  Tarshite Infantry [Blades] +5 v foot, +3 v others
  Tarshite Archers [Psiloi] +2
* The Moon Haters count as Mounted troops for purposes of passing through and affecting other troops.
** SPECIAL: The Earthshaker can also attack with, and defends against, spells as a Magician. She can cause earthquakes and destroy fortifications, either personally or from a distance by means of her magic. If she gets a recoil/flee result (close combat or bespelling) against a wall or element on a wall then that wall section is destroyed.

 

The Trolls of Troll Woods
Capital: Troll Woods. Friends/Enemies: The Kultain Tribe (Friendly [+1]).
  Troll Priestess* & Karrg's Sons [Warband"+1" + General] +5, +4 bespelling
  2x Trollkin Hordes [Hordes] +2
OR      
  Zorak Zoran Troll Warband** [Warband"+1" + General] +5
  2x Troll Warbands [Warband"+1"] +4
* SPECIAL: The Troll Priestess can also attack with, and defends against, spells as a Magician.
** SPECIAL: Zorak Zorani ignore any 'RECOIL' result in close combat against Chaos (including Lunars).

 

Sir Ethilrist of Black Horse County
Capital: Muse Roost (far to the West). Friends/Enemies: Culbrea Tribe (Friendly [+1])
  Black Horse Troop Captain [Knights"+1" + General] +5 v foot, +6 v others
  2 x Black Horse Troopers [Knights"+1"] +4 v foot, +5 v others

 

The Telmori Wolf-Brothers
Capital: Wolf Hills (nr Torkan's Last Fort). Friends/Enemies: Culbrea Tribe (Hostile [-1]); Lunars (Enemy [-2]).
  Telmori Wolf-Brothers* [Psiloi + General] +ô (see below)
  2x Wolf Packs [Beasts] +3 v foot, +4 v others
* SPECIAL: The Telmori Wolf-Brothers' strength varies according to the phase of the moon (see "Lunar Magic").

 

Sable Rider Nomads
Capital: Central Prax (near Moonbroth oasis). Friends/Enemies: Lunars (Neutral [=]); Kheldon Tribe (Hostile [-1]).
  Sable Raider Khan [Light Cavalry + General] +3
  3x Sable Raiders [Light Cavalry] +2

 

Pol-Joni Horse Nomads
Capital: Northwest Prax. Friends/Enemies: The UEA (Hostile [-1]).
  Pol-Joni Horse Nomad Khan [Riders + General] +4
  3x Pol-Joni Horse Nomads [Riders] +3

 

The Elves
Capital: Vale of Flowers. Friends/Enemies: None
  Noble Elven Archers* [Psiloi"+1" + General] +4, +3/+4 shooting
  2x Elven Archers* [Psiloi"+1"] +3, +3/+4 shooting
* SPECIAL: The Elven Archers are primarily skirmishers but can also shoot as per Bowmen (Shooters). When they arrive they can appear anywhere in any woods (as one unit, but not necessarily in column formation).

 

The Ducks
Capital: Duck Point. Friends/Enemies: Lunars (Enemy [-2], because the Lunars have put a bounty on them).
  Malrand the Brazen, Duck Hero* [Hero + General] +6
  Duck Outlaws* [Psiloi] +2
* SPECIAL: "Ducks are magic - Ducks can walk on water!" (May travel across/up rivers/lakes as good going, and down rivers as if on a road).

 

The Stormwalkers
Capital: Old Wind Temple. Friends/Enemies: Sartarites (Associate [+2])**, Lunars (Enemy [-2]).
  Stormwalkers* [Aerial Heroes + General] +6, +3/+4 shooting, +4 bespelling
* SPECIAL: The Stormwalkers can also attack with, and defend against, spells as Magicians. They can bespell even when they have just moved. Instead of bespelling, they may alternatively make rain (or stop rain) from then on. The Stormwalkers can also shoot as Bowmen (Shooters).
** The Stormwalkers will not fight in any battle against Sartarites nor fight troops from Sartar (inc. garrisons).

 

The Wasps
Capital: The Wasp Nest (near TwoTop). Friends/Enemies: Lunars (Enemy [-2]).
  The Young Queen Wasps* [Flyers + General] +3
  2x Wasps* [Flyers] +2
* SPECIAL: The Wasps and the Young Queen Wasps can each go into an angry stinging frenzy. This doubles their basic combat bonus (i.e. +6/+4) for one close combat only. For this combat they can attack every element in contact or overlapping them, and they ignore negative outcomes. However, after the sting frenzy, the Wasps are destroyed.

 

Others
The Wind Children and their Sylphs (Stormwalk Mountain)
Cragspider the Fire-Witch and her Great Trolls (Cliffhome, north of Snakepipe Hollow)
Praxian Animal Nomads: Llama Riders, Bison Riders, Impala Riders, Morokanth, Rhino Riders etc (Plaines of Prax)
The Grazeland Pony Breeders (The Grazelands)
The Tusk Riders (Ivory Plinth, in the Stinking Forest)
Vile Broo and other Chaos Monsters (Snakepipe Hollow)
Scorpion Men and other Chaos Monsters (Chaos Woods)
Dinosaurs, including Brontosaurus Herds
The Giant Devourers (Giant's Walk, beyond the Vale of Flowers)
The Spirit of Movement (at the Travelling Stone, near Slave Wall in Tarsh)
Hungry Jack (far to the West)
The Hydra (Hydra's Hill, West of the Grazelands)
The Dragons
Other Nations: Tarsh, Hendrikiland, The Holy Country.
Heroes & SuperHeroes: Androgeus the Indeterminate, Harrek the Berserk, Gunda the Guilty, Jaldon Toothmaker.