Table of Contents

Feral (Ghwereste)

In the aftermath of Death's awakening of the dead, all seemed doomed for the fair species of Esfah, for Nature and her children had abandoned their creations – or so the world thought. Nature returned alone, without Eldurim, Firiel, Ailuril, or Aguarehl, and she surveyed the burning lands with tears in her eyes.

Nature's sorrow grew, but it was soon replaced by a rage that grew until she trembled with its might. Nature roared, a ringing blast of anger and anguish, and from the forests, the mountains, the valleys and the plains, they came: the beasts of the wilderness.

Nature turned to these mute creatures, and she gave them bones of earth and hearts of air. She imbued them with her own desperate ferocity and her own great courage, and the beasts became intelligent.

These animal people boast great courage and ferocity, tempered by intelligence and compassion. Though they possess a humanoid form, every member of the Feral is remarkably beast like. From the swift flying falcon-folk to the magical badger-folk to the powerful lion-folk, the Feral have a primitive but extensive civilization that thrives on every horizon – where the sky meets the land.

These children of Nature sought out the Dead Ones. Though the species was young and untested, their hearts were true, and their loyalty to Nature absolute.

Click here for more about this species.

ID Icons

Small
1 Health
Medium
2 Health
Large
3 Health
Monster
4 Health
Heavy Melee
Lynx-Folk

Leopard-Folk

Tiger-Folk

Bear-Folk
Light Melee
Hound-Folk

Fox-Folk

Wolf-Folk

Elephant-Folk
Cavalry
Antelope-Folk

Horse-Folk

Buffalo-Folk

Lion-Folk
Missile
Falcon-Folk

Hawk-Folk

Vulture-Folk

Owl-Folk
Magic
Weasel-Folk

Badger-Folk

Wolverine-Folk

Rhino-Folk

Normal Action Icons

Magic Maneuver Melee Missile Save

Species Abilities

Feralization
Immediately before taking your first march, after dragon attacks have been resolved, each of your armies containing at least one Feral unit at a terrain that contains yellow (earth) or blue (air) may recruit a small (1 health) Feral unit to, or promote one Feral unit in, the army.
Stampede
When at a terrain that contains both yellow (earth) and blue (air), Feral units may count maneuver results as if they were melee results during a counter-attack.

Spells

Blue (Air) Spells
Hailstorm
Race Any Cost 2
Reserves No Cantrip Yes
Target any opposing army. Inflict one point of damage on the target.
Wilding
Race Feral Cost 3
Reserves Yes Cantrip No
Target any army. The target army may double the melee and save results of any one unit until the beginning of your next turn. Select a unit to double their results after the army makes each roll.
Wind Walk
Race Any Cost 4
Reserves Yes Cantrip No
Target any army. Add four maneuver results to the target’s rolls until the beginning of your next turn.
Lightning Strike
Race Any Cost 6
Reserves No Cantrip No
Target any opposing unit. The target makes a save roll. If it does not generate a save result, it is killed. A unit may not be targeted by more than one Lightning Strike per magic action.
Yellow (Earth) Spells
Stone Skin
Race Any Cost 2
Reserves Yes Cantrip Yes
Target any army. Add one save result to the target's rolls until the beginning of your next turn.
Path
Race Any Cost 4
Reserves Yes Cantrip No
Target one of your units at a terrain. Move the target to any other terrain where you have an army.
Berserker Rage
Race Feral Cost 5
Reserves Yes Cantrip No
Target an army containing at least one Feral unit. All Feral units in the target army may count save results as if they were melee results during all counter-attacks, until the beginning of your next turn.
Transmute Rock to Mud
Race Any Cost 6
Reserves No Cantrip No
Target any opposing army. Subtract six maneuver results from the target’s rolls until the beginning of your next turn.
Elemental Spells
Resurrect Dead
Race Any Cost 3
Reserves Yes Cantrip No
Target one health-worth of units in your Dead Unit Area (DUA) that contains the color of magic used to cast this spell. Return the target(s) to the casting army. Magic of any one color (or Ivory) may be used to resurrect Amazons.
Summon Dragonkin
Race Any Cost 3
Reserves No Cantrip No
Target one health-worth of Dragonkin units in your Summoning Pool that match the color of magic used to cast this spell. The target(s) join the casting army.
Summon Dragon
Race Any Cost 7
Reserves No Cantrip No
Target any terrain. Summon one dragon from any Summoning Pool or terrain that contains the color used to cast this spell to the target terrain. Magic of any one color may be used to summon an Ivory or Ivory Hybrid Dragon.
Summon White Dragon
Race Any Cost 14
Reserves No Cantrip No
Target any terrain. Summon one White Dragon from any Summoning Pool or terrain to the target terrain. Any combination of magic colors may be used to cast this spell.

Special Action Icons (SAIs)

Species Icons
Bullseye Cantrip Counter Dispel Magic Double Strike
Fly Gore Hug Rend Roar
Screech Seize Trample Trumpet
SAI Effects
Bullseye
Dragon Attack, Missile During a missile attack, target X health-worth of units in the defending army. The targets make a save roll. Those that do not generate a save result are killed. Roll this unit again and apply the new result as well.

During a dragon attack, Bullseye generates X missile results.
Cantrip
Magic, Non-Maneuver During a magic action or Magic Negation (Frostwings) roll, Cantrip generates X magic results.

During other non-maneuver rolls, Cantrip generates X magic results that only allow you to cast spells marked as 'Cantrip' from the spell list.
Counter
Dragon Attack, Melee, Save* During a save roll against a melee attack, Counter generates X save results and inflicts X damage upon the attacking army. Only save results generated by spells may reduce this damage.

During any other save roll, Counter generates X save results.

During a melee attack, Counter generates X melee results.

During a dragon attack, Counter generates X save and X melee results.
Dispel Magic
Special Whenever any magic targets this unit, the army containing this unit or the terrain this unit occupies, you may roll this unit after all spells are announced but before any are resolved. If the Dispel Magic icon is rolled, negate all unresolved magic that targets or effects this unit, its army or the terrain it occupies. No other icons have any effect during this special roll. Magic targeting other units, armies, or terrains is unaffected by this SAI.
Double Strike
Dragon Attack, Melee During a melee attack, target four health-worth of units in the defending army. The targets make a save roll. Those that do not generate a save result are killed. Roll this unit again and apply the new result as well.

During a dragon attack, Double Strike generates four melee results.
Fly
Any During any roll, Fly generates X maneuver or X save results.
Gore
Dragon Attack, Melee During a melee attack, target one unit in the defending army. The target takes two points of damage. If the unit is killed by Gore, it is then buried.

During a dragon attack, Gore generates four melee results.
Hug
Dragon Attack, Melee During a melee attack, target one unit in the defending army. The target unit takes X points of damage with no save possible. The targeted unit makes a melee roll. Melee results generated by this roll inflict damage on the Hugging unit with no save possible.

During a dragon attack, Hug generates X melee results.
Rend
Dragon Attack, Maneuver, Melee During a melee or dragon attack, Rend generates X melee results. Roll this unit again and apply the new result as well.

During a maneuver roll, Rend generates X maneuver results.
Roar
Melee During a melee attack, target up to X health-worth of units in the defending army. The targets are immediately moved to their Reserve Area before the defending army rolls for saves.
Screech
Melee During a melee attack, the defending army subtracts X save results.
Seize
Melee, Missile During a melee or missile attack, target up to X health-worth of units in the defending army. Roll the targets. If they roll an ID icon, they are immediately moved to their Reserve Area. Any that do not roll an ID are killed.
Trample
Any During any roll, Trample generates X maneuver and X melee results.
Trumpet
Dragon Attack, Melee, Save During a dragon attack, melee attack or save roll, each Feral unit in this army doubles its melee and save results.