Table of Contents

Firewalkers (Empyrea)

As the battles between the First Species and the Amazons grew more severe, a species of beings from beyond the young world took notice. From their chaotic cities in the roaring fires of the world's sun, this species grew more and more fascinated by the titanic battles unfolding, deciding at last to take part.

These humanoids – elementals who were part fire and part air – descended to the young world, settling in the mountains and plains where they scorched their surroundings black and lifeless.

They brought their fiery magics and monstrous beings like the mighty phoenix and the murderous salamander down from the sun, offering their services to armies that would have them. The newcomers were dubbed the Firewalkers, for they used no name for themselves. While startled by the ardor the Firewalkers had for battle, the generals gladly accepted their aid. Many commanders soon found that the Firewalkers view the great war as a game, and the elementals truly do not care on which side they fight!

Click here for more about this species.

ID Icons

Small
1 Health
Medium
2 Health
Large
3 Health
Monster
4 Health
Heavy Melee
Guardian

Watcher

Sentinel

Fireshadow
Light Melee
Explorer

Adventurer

Expeditioner

Genie
Cavalry
Shadowchaser

Nightsbane

Daybringer

Gorgon
Missile
Firestarter

Firemaster

Firestormer

Phoenix
Magic
Sunburst

Sunflare

Ashbringer

Salamander

Normal Action Icons

Magic Maneuver Melee Missile Save

Species Abilities

Air Flight
During the Retreat Step of the Reserves Phase, Firewalker units may move from any terrain that contains blue (air) to any other terrain that contains blue (air) and where you have at least one Firewalker unit.
Flaming Shields
When at a terrain that contains red (fire), Firewalkers may count save results as if they were melee results. Flaming Shields does not apply when making 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.
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.
Mirage
Race Firewalkers Cost 5
Reserves No Cantrip No
Target five health-worth of units at any terrain. The targets make a save roll. Those that do not generate a save result are moved to their Reserve Area.
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.
Red (Fire) Spells
Ash Storm
Race Any Cost 2
Reserves No Cantrip Yes
Target any terrain. Subtract one result from all army rolls at that terrain until the beginning of your next turn.
Flashfire
Race Firewalkers Cost 3
Reserves Yes Cantrip Yes
Target any army. During any non-maneuver army roll, any one unit in the target army may be re-rolled once, ignoring the previous result. The effect lasts until the beginning of your next turn.
Fiery Weapon
Race Any Cost 4
Reserves Yes Cantrip No
Target any army. Add two melee or missile results to any roll the target makes until the beginning of your next turn.
Dancing Lights
Race Any Cost 6
Reserves No Cantrip No
Target any opposing army. Subtract six melee 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 Create Fireminions Firecloud
Firewalking Flame Fly Galeforce Rise from the Ashes
Seize Smite
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.
Create Fireminions
Any Non-Individual During any army roll, Create Fireminions generates X magic, maneuver, melee, missile or save results.
Firecloud
Melee, Missile During a melee or missile attack, target up to X health-worth of units in the defending army. The targets make a maneuver roll. Those that do not generate a maneuver result are killed.
Firewalking
Maneuver, Non-Maneuver During a maneuver roll, Firewalking generates X maneuver results.

During any non-maneuver roll, this unit may move itself and up to three health-worth of units in its army to any terrain.
Flame
Melee During a melee attack, target up to two health-worth of units in the defending army. The targets are killed and buried.
Fly
Any During any roll, Fly generates X maneuver or X save results.
Galeforce
Magic*, Melee, Missile During a melee or missile attack, or a magic action at a terrain, target an opposing army at any terrain. Until the beginning of your next turn, the target army subtracts four save and four maneuver results from all rolls.
Rise from the Ashes
Save, Special During a save roll, Rise from the Ashes generates X save results.

Whenever a unit with this SAI is killed or buried, roll the unit. If Rise from the Ashes is rolled, the unit is moved to your Reserve Area. If an effect both kills and buries this unit, it may roll once when killed and again when buried. If the first roll is successful, the unit is not buried.
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.
Smite
Dragon Attack, Melee During a melee attack, Smite inflicts X points of damage to the defending army with no save possible.

During a dragon attack, Smite generates X melee results.