Table of Contents

Frostwings (Areosa)

As war swept across the face of Esfah like prairie fire, the conflict spread even unto the far north. There, in a frozen bitter land, a long-forgotten species scraped out its torturous existence on the icy cliffs of the Shadowlands.

The Frostwings, as they whisperingly call themselves, were the misbegotten product of an early, dangerous experiment by Death. The spirit of entropy had carved these batlike flyers from crystals of black ice formed on the peaks of the highest mountains.

But while the ice-flyers had hearts as cold and desolate as the lands they soared above, they lack the thirst for violence that Death so eagerly sought. And so the vile spirit abandoned his creation, deeming it ineffectual in his grand scheme for destruction and chaos.

Now the war between life and death has found the Frostwings … but will they side with the tranquillity of air or the destructive nature of death?

Click here for more about this species.

ID Icons

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

Defender

Vindicator

Cryohydra
Light Missile
Attacker

Assaulter

Assailer

Frost Ogre
Cavalry
Hound Master

Wolf Master

Bear Master

Remorhaz
Heavy Missile
Destroyer

Dispatcher

Devastator

Wolf Pack
Magic
Apprentice

Magus

Magi

Yeti

Normal Action Icons

Magic Maneuver Melee Missile Save

Species Abilities

Winter's Fortitude
Immediately before taking your first march, after dragon attacks have been resolved, if you have at least one Frostwing unit at a terrain that contains blue (air), you may move one Frostwing unit of your choice from your Buried Unit Area (BUA) to your Dead Unit Area (DUA).
Magic Negation
When an opponent takes a magic action at a terrain containing Frostwings, the Frostwing units may make a magic negation roll. Roll the Frostwing units before the opponent totals their magic results. Subtract the magic results generated by the Frostwing units from the opponent’s results. The number of magic results that may be subtracted is equal to the number of Frostwing units in the Frostwing player's Dead Unit Area (DUA), up to a maximum of five .

Spells

Black (Death) Spells
Palsy
Race Any Cost 2
Reserves No Cantrip Yes
Target any opposing army. Subtract one result from the target’s non-maneuver rolls until the beginning of your next turn.
Magic Drain
Race Frostwings Cost 3
Reserves No Cantrip No
Target any terrain. Subtract two magic results from all army rolls at that terrain until the beginning of your next turn.
Finger of Death
Race Any Cost 4
Reserves No Cantrip No
Target any opposing unit. Inflict one point of damage on the target with no save possible.
Soiled Ground
Race Any Cost 6
Reserves No Cantrip No
Target any terrain. Until the beginning of your next turn, any unit killed at that terrain that goes into the Dead Unit Area (DUA) must make a save roll. Those that do not generate a save result are buried.
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.
Fields of Ice
Race Frostwings Cost 5
Reserves No Cantrip No
Target any terrain. Subtract four maneuver results from all army results at that terrain until the beginning of your next turn. Ties in maneuver rolls at that terrain are won by the counter-maneuvering army while the terrain is under the effect of Fields of Ice.
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.
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 Double Strike Fly Frost Breath
Howl Rend Smite Surprise Swallow
Volley
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.
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.
Frost Breath
Melee, Missile During a melee or missile attack, target an opposing army at the same terrain. Until the beginning of your next turn, the target army halves all results they roll.
Howl
Melee, Missile During a melee or missile attack, the defending army subtracts X save 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.
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.
Surprise
Melee During a melee attack, the defending army cannot counter-attack. The defending army may still make a save roll as normal. Surprise has no effect during a counter-attack.
Swallow
Melee During a melee attack, target one unit in the defending army. Roll the target. If it does not roll its ID icon, it is killed and buried.
Volley
Dragon Attack, Missile, Save* During a save roll against a missile attack, Volley generates X save and inflicts X damage upon the attacking army. Only save results generated by spells may reduce this damage.

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

During a missile attack, Volley generates X missile results.

During a dragon attack, Volley generates X save and X missile results.